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The  ATARr  Resource 


MAY  1985      VOLUME  4,  NUMBER  1 


The  New  Super  Atans 


U.S.A.  $3.50 
CANADA  $4.00 


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68000— Mighty  51 2K  Atari  "Brain" 
GEM— New  "Color  Mac"  Atari  Power 

state-of-the-art  word  processor! 

Inside:  10  Type-In  programs 


Simulator  n 


V 


nIT 


jtaaKHtgi* .  ..'■(.    "■g!i' 


.  ,ourself  in  the  pilot's  seat  of  a  Piper  181  Cherokee  Archer|di-  an  awe-inspiring  flight  over  realistic  scener 
from  New  York  to  Los  Angeles.  High  speed  color-filled  3D  graphics  will  give  you  a  beautiful  panoramic  viei 
as  you  practice  takeoffs,  landings,  and  aerobatics.  Complete  documentation  will  get  you  airborne  quickly 
even  if  you've  never  flown  before.  When  you  think  you're  ready,  you  can  play  the  World  War  I  Ace  aerial  battle 
game.  Flight  Simulator  II  features  include  ■  animated  color  3D  graphics  ■  day,  dusk,  and  night  flying  mode 
■  over  80  airports  in  four  scenery  areas:  New  York,  bhicago,  Los  Angeles,  Seattle,  with  additional  scenery 
areas  available  ■  user-variable  weather,  from  clear  blue  skies  to  grey  cloudy  conditions  ■  complete  flight   ) 
instrumentation  ■  VOR,  ILS,  ADF=  and  DME  radio  equipped  ■  navigation  facilities  and  course  plotting  ■  World  | 
War  I  Ace  aerial  battle  game  ■  complete  information  manual  and  flight  handbook. 


See  your  dealer . . . 

or  write  or  call  for  more  Information.  For  direct  orders  please  add  $1 .50  for 
shipping  and  specify  UPS  or  first  class  mall  delivery.  American  Express,  Diner's 
Club,  MasterCard,  and  Visa  accepted. 

Order  Line:  800/637-4983 


ODfeUOGIC 

Oorporation 

713  Edgebrook  Drive 
Champaign  IL  61820 

(217)  359-8482Telex:  206995 


INCLUDED  SET  OUT  TO 
DESIGN  THE  VERY  BEST  WORD  PROCESSOR 
FOR  AMR  f  COMPUTERS. . . 
THEY  FOUND  THEY  ALREADY  HAD  IT 


^%% 

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Few  word  processors  have  allowed  Atari  users  to  tap  the  full  resources  of  their  computer  until  Atari  Paper  Clip. . . 

Atari  Paper  Clip  is  an  extremely  powerful,  fully  featured  word  processor  that  will  allow  your  Atari 
to  operate  to  the  limits  of  its  potential,  with  an  ease  of  operation  and  speed  you've  never  thought  possible. 

PAPER  CLIP  FOR  ATARI®AND  COMMODORE^OWNERS 
WHO  WANT  THE  VERY  BEST  IN  WORD  PROCESSING. 


186  Queen  St.  West 
Toronto,  Ontario, 
M5V  1Z1  Canada 
(416)596-1405 


INCLUDED 


> 


7  78  75  Sky  Park  North, 

Suite  P,  Irvine,  California 

USA  92714 


"The  Energized  Software  Company!" 

FOR  A  FULL  COLOR  BROCHURE  SEND  A  STAMPED  SELF-ADDRESSED  #10  ENVELOPE  TO  BATTERIES  INCLUDED. 
®  ©  19S4  Batteries  Included.  All  rights  reserved.  A  tari  and  Commodore  are  registered  trademarks  respectively  of  Atari,  Inc.  and  Commodore  Business  Macliines,  Inc. 


SURVIVAL  OF 


I 


Oil* 


^OUf, 


Here  are  just  a  few  of  many  screens. 


JR    THE   HOUXE,    STAR   IMBS.    UHAT   PUttET   2S 

Till:  iioncmiRtii  or  pKirtcCsB  lcia*' 


VrtUJH     liJ     t-    •*    ftlDlJRftftM 


•^r*fl'>a^a>ii%ai,itAit»asa3iitiAMi^tyfl-«'h-^'*^^^ 


THE  CHALLENGE. 

Over  2000  stimulating  trivia/fact  questions  will  send 
you  rummaging  through  your  personal  memory  banks. 
Answer  correctly  and  advance  in  your  quest  while 
adding  more  gold  to  your  treasure.  Fail  and  you  lose 
ground. 


■III 


MKftGOH    SI-REHGlli 


THE  ACTION. 

You  may  have  to  face  and  battle  a  ferocious  dragon. 
If  you  prevail,  the  dragon's  cache  of  gold  will  be  added 
to  your  treasure.  If  you  fail,  your  journey  will  be  slowed 
while  you  heal  your  wounds. 


THE  STRATEGY 

Each  questing  party  consists  of  three  characters,  a 
Knight,  Prince  and  Page.  Each  has  disti nelly  different 
physical  characteristics,  and  alJ  must  complete  the 
Quest,  You  must  decide  when  to  send  them  on  to  the 
next  challenge. 


Atari  is  a  trademark  of  Atari,  Inc. 

©1984— Royal  Software 


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This  ^mg^^^n^^-of^ 

exciting  new  ^"""^^BH^^K"  ^'^'^^'^■^'f/ 

concept  in  computer 

entertainment  will  keep  you 

and  your  friends  involved  for  hours  and 

hours.  This  is  probably  the  best  party-game 

ever  developed,  and  new  question  disks  will  be  available. 

Optional:  Utility  disk  which  allows  you  to  create  unlimited  trivia  questions 

and  answers  for  educational  or  entertainment.  The  utility  disk  also  includes 

over  1000  additional  questions.  Utility  disk  $24.95. 

"Software  fit  for  a  king!" 

2160  W.  11th  •  Eugene,  OR  97402  •  (503)  683-5361 

Ask  for  Trivia  Quest  at  your  favorite  Atari  Computer  Store 
or  order  directly  from  Royal  Software.  Use  your  Master- 
Card, Visa,  American  Express,  or  send  check  or  Money 
Order  Including  $2.90  shipping  and  handling. 


The  ATARI  Resource 


MAY  1985,  VOLUME  4,  NUMBER  1 


FEATURES 


Latest  reviews  of  Logo  and  graphics  . .  16 


ANTIC  BOOKSHELF  by  Charles  Jackson 
New  graphics  and  Logo  books! 

16 

HITCHHIKERS  GUIDE  TO  THE  GALAXY 

by  Jack  Powell  and  Michael  Ciraolo 
Infocom's  newest  (and  wildest)  adventure 

19 

GEM  OF  ATARI  by  Charles  Cherry 
"Color  Mac"  power  arrives 

20 

PAPER  CLIP 

by  Michael  Ciraolo  and  Nat  Friedland 
State-of-the-art  Atari  word  processing 

24 

MEET  THE  68000  by  Jack  Powell 

Brain  of  the  16-bit  51 2K  Atari 

28 

MANIPULATING  STRINGS  by  Brian  Weiss 
More  power  and  speed  from  BASIC 

TVPE-IN  SOFTWARE 

32 

LAZY  LOADER  by  Frank  Walters 
Ultra-convenient  menu  program 

TYPE-IN  SOFTWARE 

35 

MODE  MIXER  by  Dr.  Karl  Weigers 
Multiple  graphics  modes  on  one  screen 

TYPE-IN  SOFTWARE 

38 

BEER  PARTY  ATARI  by  Dr.  John  C.  Ferguson 
Computer  brew  ratings 

TYPE-IN  SOFTWARE 

43 

SON  OF  INFOBITS  by  Andy  Barton 
Save  and  edit  your  Infobits  files 

TYPE-IN  SOFTWARE 

45 

DEPARTMENTS 


Thumbs  up  for  Hitchhikers 19 

COMMUNICATIONS 

o        TSCOPE  AUTODIALER    by  Charles  Jackson 


o  o         o 

o  o  o 

o       o 


Automatic  1030  Log-ons 


TYPE-IN  SOFTWARE        13 


o  o        o        o    °      GAME  OF  THE  MONTH 

o     o  o   -  o        o 

o   

o       .^"""""^A  X      o 

o 


°   „  °    ARENA  RACER    by  J.  Sutherland 
15  Levels  of  Laser  death 

o 


TYPE-IN  SOFTWARE       49 


o  TOOLBOX 

°       HANDY  USR  ROUTINES    by  Ernie  Negus 
More  power  from  BASIC 


52 


BONUS  GAME 

AMAZING    by  David  Plotkin 
In  speedy  ACTION! 


TYPE-IN  SOFTWARE        55 


ASSEMBLY  LANGUAGE 

FADER  II    by  Patrick  Dell'Era 
Friendlier  dot-by-dot  dissolves 


TYPE-IN  SOFTWARE       57 


SOFT  WA  RE      LIBRARY 


Atari  judges  the  battle  of  the  brews . .  43 


TYPE-IN  LISTINGS  SECTION 


59 


EDITORIAL 

A 

SHOPPER-S  GUIDE 

8.5 

I/O  BOARD 

10 

ATARI  SERVICE  CENTERS 

8<S 

PRODUCT  REVIEWS 

81 

NEW  PRODUCTS 

90 

Publisher 

James  Capp:irell 

Editorial  Department 
Nat  Friedland,  Editor;  Jack  Powell,  Technical 
1-ditor;  Michael  Ciraolo,  Associate  Editor; 
Charles  Jackson,  I*rogram  Editor;  Ron  Luks, 
On-Line  Editor. 

Contributing  Editors 
Carl  Evans,  Ken  Harms.  Jerry  White,  Suzi 
Subeck,  Anita  Malnig. 

Art  Department 

Marni  Tapscott,  Art  Director;  Diane  Lindley, 
Production  Supervisor;  Linda  Tapscott,  Ad 
Production  Coordinator;  Ritricia  Foslar,  Pro- 
duction Assistant. 

Cover  Photograph 
Erik  Weber 

Cover  Illustration 

Kathy  Riethmeier 

Circulation  Department 
LesTorok,  Manager;  Hun-sik  Kim,  Shipping; 
Monica  Burrell.  Subscriptions;  live  Gowdey, 
Dealer  Sales;  Doug  Millison,  Dealer  Sales; 
Bmndt/KIingle.  Circulation  Consultants. 

Accounting  Department 
V.J.  Briggs,  Manager;  B a; nda  Oliver,  Accounts 
Receivable;  Lorcne  Kaatz,  Credit  Manager; 
Andrew  Pope.  Customer  Service,  Reniilers. 

Marketing 
Gar>' Yost,  Manager,  Marketing  Services;  Steve 
Randall,  Advertising  Sales  Director;   Harvey 
Bernstein,  Advertising  Sales  ;  Garland  As- 
sociates, East  Coast  Representative. 

Maria  E.  Chavez,  Receptionist 

General  Offices  (-415)  95^-0886 

Advertising  Sales  (-ilS)  661-3400 

Credit  Card  Suhscripticms 

outside  Califoniia  (800)  22~-!6n  ext.  /J.J 

inside  California  (800)  ^^2:i5-i5  ext.  IJ3 

Subscription  Problems  (-US)  39^-1881 

May  !9K5.  Volume  4.  NiimlKT  1. 
Antic— ^riie  Atari  Resource  is  published  twelve  times 
per  year  by  Antic  Publishing.  Utiitorial  offices  are 
located  at  52-i  Second  Street,  San  Francisco.  CA 
9410"'.  ISSN  0745-2527.  Second  Class  Postage  paid 
at  San  Francisco,  California  and  additional  mailing 
offices.  POSTMASTER:  Send  address  ch:ingc  to  Antic, 
524  Second  Street,  San  Francisco,  CA  94107. 

Fditorial  submissions  sbould  include  prognim  listing 
on  disk  or  cassette,  and  text  file  on  media  and  paper 
if  text  was  prepared  with  a  word  processor.  Media 
will  be  returned  if  self-addressed  stamped  mailer  is 
supplied.  Antic  assumes  no  responsibility  for  un- 
solicited editorial  material. 

\o  pan  of  this  publication  may  be  reproduced,  stored 
in  a  retrieval  system,  or  transmitted,  in  any  form  or 
by  ;iny  means,  electronic,  mechanicai.  photocopying, 
recording,  or  otherwise,  without  the  prior  written 
permission  of  the  publisher. 

Antic  is  an  independent  periodical  not  affiliated  in 
any  way  with  Atitri  Corp.  ATARI  is  a  tnidemark  of 
Atari  Corp,  All  references  to  Atari  products  are  trade- 
marked  and  should  be  so  noted. 

Antic  is  a  registered  trademark 
of  Antic  Publishing,  Inc. 

Copyright  ©19H5  by  Antic  Publishing. 
All  Rights  Reserved.  Printed  in  USA. 


editorial 


0O(?O(? 


Top  row,  left  to  risht:  Andrew  Pope,  Hun-sik  Kim, 
Lorene  Kaatz,  Diane  Lindley,  Dous  Millison;  Second 
row  from  top,  left  to  right:  Maria  Chavez,  Gary 
Yost,  Michael  Ciraolo,  Brenda  Oliver,  Marni 
Tapscott,  James  Capparell;  Second  row  from  bot- 
tom, left  to  right:  VJ.  Briggs,  Jack  Powell,  Linda 
Tapscott,  Charles  Jackson;  Bottom  row,  left  to 
right:  Les  Torok,  Steve  Randall,  Nat  Friedland, 
HaPv/ey  Bernstein.  Not  pictured:  Eve  Gowdey, 
Patricia  Fostar,  Monica  Burrell. 


m 


th  this  issue  of  Antic, 
the  magazine  starts  its 
fourth  year  of  publica- 
tion. 

The  early  issues  were  put  out  from 
the  kitchen  table  of  a  former  NASA 
programmer  who  had  founded 
ABACUS,  the  San  Francisco  Atari  Users 
Group.  And  the  magazine  rocketed  to 
continued  on  page  8 


ANTIC,  The  Atari  Resource 


J^  ^^^^ 


THE  COMPUTER  GAME 
BY  DAVID  CRANE 


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*,?»i^j 


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ING  ON  A  COMPUTER  N' 


~«^- 


DON'T  MISS  IT! 


R 


A C  T I V I S I O  N    ^s^^.''lr.'^A':°':-'^°''  "f"  ^^'?' 


.  Availabl#pn/disk^ 


HOME  COMPUTER  SOFTWARE 


(800)  633-4263,anytime  ofi  weekends. 
„   In  California,  call  (415)  940^6044. 


-  ^    -  _       - __    OF  COMWODORt.tLECmONIC5  LID  GHOSIDUSTERS'IS  A  IRADFMARK  OF  COI  UMDIA  PICfUREh  INDUSFRIES  INC  GH05IDU5TER5  LOGO©  1985  COLUMniA 

PICTURES  INDUSTRIES  INC  ALL  FLIGHTS  RESERVED  APPLE  II  IS  A  REGISTERED  TRADEMARK  OF  APPLE  COMPUIFR  ATARI'  IS  A  IRADFMARK  OF  ATARI,  INCC  1965  ACTIVI5ION  INC 


EDITORIAL 

continued  from  page  6 

a  120-page  monthly  with  over 
100,000  circulation — almost  before 
we  had  time  to  stop  keeping  our 
records  on  scraps  of  paper  stuffed  into 
shoeboxes. 

In  many  ways,  1984  was  Antic's 
most  challenging  year.  The  micro- 
computer shakeout  hit  the  market 
hard.  Suddenly  many  computer  stores 
wouldn't  accept  Atari  products  and  a 
number  of  our  steadiest  advertisers 
went  out  of  business.  Some  of  the 
best-est:iblished  computer  magazines 
went  under  during  1984.  Frankly, 
there  were  computer  business  "ex- 
perts" who  wouldn't  have  been  sur- 
prised to  see  Antic  call  it  quits  too .  .  . 

But  the  Antic  staff  is  just  too  inno- 
vative and  dedicated  to  ever  give  in 
to  a  downturn.  We  simply  tightened 
our  belts  and  looked  for  more  ways 


to  work  smarter.  And  now  we've 
come  through  stronger  than  ever — 
as  the  turnaround  of  the  past  few 
months  vindicated  all  those  who 
believed  in  the  Auiri  as  the  best  8-bit 
personal  computer  ever  made. 

New  subscriptions  have  been  pour- 
ing into  Antic  at  the  rate  of  nearly 
1,000  a  week.  More  and  more  third- 
party  manufacturers  who'd  turned 
their  backs  on  Atari  are  now  coming 
back  to  show  their  support  in  the 
pages  of  this  magazine.  Even  more  im- 
portant, Antic  has  lived  up  to  the 
pledge  wc  made  to  our  readers  last 
autumn — to  find  new  ways  to  fill  the 
vacuum  in  Atari  information  and 
services.  .  . 

You  can  now  read  full  details  of  the 
latest  Atari  news  just  hours  after  it  hap- 
pens, in  the  ANTIC  ONLINE  edition 
on  CompuServe.  And  in  only  a  few 
short   months,    the   Antic   Arcade 


catalog  has  become  one  of  the  most 
important  outlets  for  top-quality  Atari 
books  and  software — including  many 
of  the  previously  out-of-print  APX 
software  classics. 

These  are  only  two  of  the  new  ser- 
vices Antic  began  providing  this  year; 
there's  also  the  national  directory  of 
authorized  Atari  service  centers,  the 
Worldwide  Users  Group  Network 
(WUN).  .  .and  more! 

So  the  Antic  Third  Anniversary 
arrives  right  in  the  middle  of  our  most 
productive  and  exciting  period  ever. 
Thanks  for  coming  along  with  us. 
Antic  will  have  even  bigger  and  bet- 
ter surprises  for  you  during  the  rest 
of  1985! 

And  you  can  bet  that  the  best 
coverage  of  the  new  Atari  XE  and  ST 
computer  models  will  continue  to  be 
found  right  here  in  these  pages! 


. .  «and  we  won't  take  it  anymore! 


Dear  Antic 

Attached  is  a  copy  of  the  letter  I  sent 
to  Broderbund  Software  expressing 
my  disappointment  in  their  decision 
not  to  publish  an  Atari  edition  of 
Cliampionship  Loderunner. 

I  think  all  Atari  owners  should  unite 
and  start  writing  letters  to  software 
companies  to  let  them  know  how 
many  of  us  are  out  there. 

Timothy  E  Hitchings 
Staten  Island,  NY 

Mr.  Timothy  E  Hitchings  is  absolutely 
right .  .  .  and  Antic  has  received  many 
letters  similar  to  the  one  above.  It's 
time  for  Atari  owners  to  demand  first- 
class  citizenship  in  the  personal  com- 
puter software  world! 

Now  is  the  time  to  take  action,  be- 
cause there  is  no  longer  the  slightest 
excuse  for  major  software  companies 
to  avoid  bringing  out  their  hit  prod- 
ucts for  the  Atari. 

Just   about   half  a   million  Atari 


BOOXLs  were  sold  during  the  1984 
holiday  season.  In  many  stores,  Atari 
1050  disk  drives  moved  out  just  as 
fast — as  previous  owners  upgraded  to 
disk. 


Fahrenheit  451 

Add  this  to  nearly  a  million  previ- 
ously-sold compatible  Atari  com- 
puters and  you  have  a  vast  user  base 
that  does  not  have  to  take  second 
place  anywhere  in  the  personal  com- 
puter market. 

So  when  YOU  see  a  piece  of  soft- 
ware you'd  like  to  buy,  and  you  learn 
it  isn't  being  released  for  the  Atari, 


your  next  step  should  be  to  write  a 
letter  to  the  president  of  the  software 
company  explaining  what  a  big  mis- 
take they  are  making. 

You  can  usually  find  the  company's 
address  on  the  software  package  or 
on  the  advertisement  for  the  product. 
You  don't  need  to  look  up  the  name 
of  the  person  who  heads  the  com- 
pany—just write  PRESIDENT  on  the 
envelope  above  the  company  name 
and  address.  Feel  free  to  enclose  a 
photocopy  of  this  editorial  along  with 
your  letter,  in  order  to  add  a  second 
voice  to  your  argument. 

On  my  desk  at  Antic  as  I  write  this, 
there's  a  pile  of  superbly  packaged 
color-graphics  adventure  software 
from  Spinnaker — all  for  the  Apple  and 
Commodore  computers. 

Spinnaker's  Teralium  line  (origi- 
nally called  Trillium)  features  graphic 
adventure  software  adapted  from 
famous  science  fiction  books  in- 
cluding Ray  Bradbury's  Parenheit451, 
continued  on  page  10 


ANTIC,  The  Atari  Resource 


LOTSABYTES  CONTINUES  THE  WAR  ! 

WAR  on  high  prices  !  We're  going  to  put  an  end  to  the  software  price  'ripoff .  And  YOU 
can  help  '  Just  keep  those  orders  coming  while  you  continue  to  enjoy  the  quality, 
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Service  will  save  you  time,  tedious  work,  and  money.  And  our  exclusive  distribution  of 
stiarply  discounted  commercial  programs  will  bring  you  some  of  the  finest  programs  for 
the  lowest  possible  price,  usually  50%  and  more  off  retail!  You  continue  to  get  FREE 
BONUSES  with  each  purchase  of  three  or  more  disks. 


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by  LEE  ACTOR 
Allows  you  to  create  music 
wilh  your  Atari  computer! 
All  new  machine  code. 
'  Control  over  pitch 

duration,  envelope 

dynamic  level,  meter, 

tempo  and  key 

*  4  independent  voices 

*  S'/jioctaves  per  voice 

■  Save  up  to  8200  notes 

*  Custom  DOS 

*  FULL  instructions 

*  24K  disk 
Originally  $29.95  Only  $14.95 

ORIGINAL  ADVENTURE 

by  Bob  Howell 
For  all  Atari  computers. 
The  Original 
Colossal  Cave 
Adventure  faithfully 
reproduced  from  the 
mam-frames'. 
This  IS  the  one 
that  launched  the  whole 
Adventure  craze  o(  today 

*  Two  mazes 
'  130  rooms 

*  Deadly  Dragons 

■  Nasty  Dwarves 

■  Tenacious  Troll 

*  The  Pirate  &  Ivlore! 

*  86  coded  hints 

*  SAVE  RESUME 

*  40K  disk  or  32K  tape 
Originally  S24  95  Only  $14.95 


QUALITY  WORD  PROCESSING 

ESI  WRITER  !  At  last  a  brand-new  Word  Processor 
that  has  more  features  and  is  easier  to  use  than 
anything  else  available  for  the  Atari.  Easy  for  the 
beginner  to  use,  it  asks  questions  and  remembers 
the  answers,  ESI  WRITER  is  so  sophisticated  that  it 
has  many  more  features  we  don't  even  have  room  to 
mention  !  Works  with  ANY  Atari. 

*  Reads  any  text  file       *  Built  in  Help  screen 
"  Very  fast !       "  Works  with  ANY  printer 

*  Instant  top,  bottom  or  text  location 

without  scrolling! 
*  Every  printer  feature       *  DISK  ONLY  (Any  Atari) 

*  Search  and  replace      *  Block  move  text 
"Page  eject/start       *  Set  margins/lines  etc, 

'Full  )ustification       *  Print  headers  etc. 

*  Block  delete  etc.       *  Change  video  color 

*  Over  50  pages  of  docs  and  tutorials 
TRUST  US  ON  THIS  ONE!   YOU  WILL  LOVE  IT! 
Originally  S49.95  LotsaBytes  price  $19.95 

*  *  FREE  BONUSES  *  ' 

Now  for  each  3  disks  ordered 
you  may  choose  any  1  of  the  following  disks 

FREE!! 
...  buy  3  -  get  1,  buy  6  -  get  2,  buy  9  get  3  ... 

a.  The  Atari  XL  TRANSLATOR  DISK 
that  enables  XL  owners  to  use  most 
400/800  software.  FREE!! 

—  or  — 

b.  An  all  different  AMS  MUSIC  disk 
with  Player.  FREE!! 

—or  — 

c.  Your  choice  of  one  of  the  P.D.  disks  -- 
Kl.  b2,  (f3,  #4.  #5.  #6,  #7,  #8, 
«9.  or  ((10  (specify  one)  FREE!! 


MUSIC  MAJOR! 


Learn  the  basics  of  music  with  this  light- 
hearted  but  very  thorough  approach. 
Covering  such  topics  as  note  recognition, 
key  signatures,  note  counting,  and  much 
more,  it  is  designed  for  use  by  both  the 
individual  student  and  music  class. 
This  program  includes  a  thoroughly 
illustrated  manual  and  offers  a  QUIZ 
MASTER  utility  that  allows  the  teacher  or 
the  self-taught  student  to  create  their  own 
A-B-C-D  type  tests,  with  a  sample  quiz 
included. 
Originally  $39.95  Only  $14.95 


GREAT  GAMES! 

SPACE  GAMES:  Three  games  for  one  low 
price!.  In  Aliens  you  can't  get  them  all  and 
the  pace  keeps  getting  faster.  When  you 
do  get  rid  of  most  of  them,  you  are  left  in  a 
space  quadrant  peppered  with  mines.  Will 
you  Survive?  If  you  do,  you  must 
penetrate  the  alien's  spaceship,  survive  a 
Robot  Attack,  and  get  back  your  stolen 
'cloaking'  device!  Interested? 
S24.95  list  LotsaBytes  price:  $9.95 

THE  BEAN  MACHINE  by  Steve  Robinson 
IS  an  Award  Winning  Arcade  game  that 
will  drive  you  crazy  balancing  a  series  of 
beams  while  trying  to  get  all  the  beans  to 
roll  down,  without  touching,  all  the  while 
avoiding  strange  creatures'  who  drop  in 
to  steal  the  beans.  It's  addicting! 
524,95  list  LotsaBytes  price:  $9.95 

DIGGERBONK,  another  Award  Winning 
game  by  Steve  Robinson,  challenges  you 
to  find  your  way  through  a  continuously 
scrolling  maze  while  avoiding  some  really 
strange  creatures.  Along  the  way  you  will 
need  to  Bonk  some  of  them,  but  watch  out 
for  the  bombs. 
S24.95  list  LotsaBytes  price:  $9.95 

GUESS  WHAT'S   COMING  TO  DINNER 

lets  you  try  to  manuever  a  snake  through  7 
levels  if  you  can  keep  it  from  starving  or 
being  electrocuted.  Lots  of  surprises!  One 
or  two  players. 
S24.95  list  LotsaBytes  price:  $9.95 


CREATIVE  LEARNING 
ADVENTURES 

Ages  4  to  10  —  Disk  only 

1.  Hours  of  educational  fun  playing  3 
exciting  creative  adventures  with  a 
friendly  alien  learning  about  our  planet 
Earth.  Hand/eye  co-ordination,  drawing, 
and  music  skills  are  emphasized. 
$24.95  list  LotsaBytes  price:  $12.95 

2.  Four  challenging  learning  games  that 
are  the  favorites  of  our  friendly  alien. 
Helps  your  child  to  develop  logical 
reasoning  ability. 

$24.94  list  LotsaBytes  price:  $12.95 

3.  These  3  Fun-Day  learning  games  will 
help  with  intellectual  development, 
hand.'eye  co-ordination,  logic,  spatial, 
and  analytical  abilities. 

$24.95  list  LotsaBytes  price:  $12.95 


LotsaBytes 


Full  100".  ReplacomenI  guaranlee.Any  disk  found  to  be  iJereclive  will  be  replaced  free  and  we  will  also  relund 
your  return  postage.  All  orders  shipped  by  First  Class  U.S.  Mail.  Add  SI  .95  s flipping  and  handling  for  1  to  5  disks. 
Add  S2.95  for  6  to  12  disks.  California  residents  add  6'  n  sales  lax.  Outside  of  U.S.A.  and  Canada  add  15"..  U.S. 
Funds  only.  We  accept  checks  or  Money  Orders.  Sorry,  no  COD  or  Charge  Cards.  Allow  three  weeks  for  personal 
checks  to  Clear. 

15445  Ventura  Blvd.,  Suite  10G,  Sherman  Oaks,  CA  91413 

Aliiii  13  ihu  iL-yisleted  Uademriik  o(  Alnn,  Coip 


ly^y    ^9^9cllQ    ^Qfl!^^^H 


EDITORIAL 

continued  from  page  8 


Amazon 
Arthur  C.  Clarke's  Rendezvous  With 
Rama    and    Michael    Crichton's 
Amazon. 

The  Windham  Classics  line  from 
Spinnaker  presents  interactive  graphic 
software  adaptations  of  some  of  the 
best-known  children's  books.  In  this 
series  are  Swiss  Fatnily  Robinson, 
Treasure  Island,  Alice  In  Wonder- 
land and  Below  The  Root. 

But  at  this  writing,  Spinnaker  says 
it  won't  release  any  of  these  products 
for  the  Atari. 

If  this  makes  YOU  a  little  angry, 
then  it  would  be  a  good  idea  to  write 
a  letter  to: 

William  H.  Bowman 

Spinnaker  Software 

One  Kendall  Square 

Cambridge,  MA  02139 

Antic  will  continue  to  report  on 
this  situation  until  all  import;int  soft- 
ware companies  stop  short-changing 
Atari  owners. 

Please  feel  free  to  send  Antic 
copies  of  your  letters  to  software 
companies — and  let  us  know  about 
an}-  responses  you  get  from  the  com- 
panies. This  will  help  us  keep 
everybody  informed  about  the  latest 
victories  and  opposition  in  this  on- 
going struggle. 


James  Capparell 
Publisher 


MODIFICATIONS  AND  KUDOS 
FOR  TYPO  II 

Congratulations  on  your  error  checking 
program,  TYPO  II.  It  is  short,  fast  and  a 
great  help  in  accurately  typing  your 
listings. 

Here  are  a  couple  of  modifications.  For 
those  of  us  with  BASIC  XL  or  an  auto- 
numbering  program,  typing  in  the  line 
numbers  is  not  considered  a  life  enriching 
experience.  The  following  changes  let  you 
step  through  each  program  line  by  typing 
an  asterisk  and  [RETURN] . 

Tliis  causes  each  succeeding  program 
line  to  be  listed  and  automatically 
checked,  making  it  possible  to  type  the 
program  with  an  auto-numbering  routine, 
and  then  check  it  without  ever  typing  in 
a  line  number 

Even  if  you  don't  use  auto-numbering, 
these  changes  will  make  it  a  lot  pleasanter 
for  you  to  step  through  the  lines  of  a 
previously  t>ped  jirogram  that  you're 
modif)'ing. 

Line  32210  is  changed  to  make  the  two- 
letter  codes  appear  in  white,  as  they  do 
in  the  magazine. 
HG    32025    K=PEEKC1363+PE 

EKtl375»256 
FM  32065  IF  LIMES  =  "'»"  T 
HEN  GOSUB  32230 :POSI 
TIOM  2. 4: LIST  B : POKE 
764, 12: GOTO  32068 
FY  32218  POSITION  0,16: 
?  CHHS tHCODE+128J ;CH 
HSCLCODE+128) 
EI  32238  B=PEEKCKJ ♦PEEK 
CH-^1J»256:  IF  B  =  32000 
THEN  POP  :GOTO  B 
Fft  32240  H=K+PEEK(K+2J : 
RETURN 

Patrick  Dell'Era 
Fairfax,  CA 


HELP  FOR  PROGRAMS 

How  can  I  incorporate  the  "help"  key  on 
ni)'  Atari  into  my  utility  programs? 
Greg  Lyies 
Rosemead,  CA 
To  clear  the  HELP  key,  POKE  732,0.  To 
read  that  key,  PEEK  (732).  A  17  represents 
the  HELP  key,  an  81  represents  SHIFT- 
HELP,  ami  a  145  means  CONTROL-HELP. 
-ANTIC  ED 


TRAK  REPAIRS 


When  my  Trak  disk  drive  went  on  the 
blink,  I  was  somewhat  upset  to  find  that 
the  company  had  gone  out  of  business. 
But  after  a  call  to  Computer  Palace  in 
Oregon — where  I  bought  my  drive 
through  an  Antic  mail-order  ad — I  found 
I  could  get  my  Trak  repaired  by  Electronic 
Connexion,  424  E.  Stroop  Road,  Ketter- 
ing, Ohio  45429.  You  can  phone  them 
between  11-3  eastern  time  at  (513) 
294-0212. 

Please  print  this  information  in  your 
great  magazine  as  a  service  to  other  Trak 
owners. 

■William  R.  Goslin 
Grand  Isle,  LA 


BEATING  THOSE 
FOOTBALL  BLUES 


A  February,  1985  I/O  letter  asked  about 
football  handicapping  programs.  Several 
football  statistical  and  prediction  programs 
can  be  found  in  "BASIC  Betting:  the  Micro- 
computer Edge,"  by  James  Jasper  ($9.95, 
St.  Martin's  Press,  NY).  It  covers  baseball, 
basketball,  football,  and  horseracing.  It 
was  intended  for  the  Apple  originally,  but 
it  should  be  possible  to  rewrite  these  pro- 
grams for  the  Atari. 

L.  Allen  Hummer 
Fa)'etteville,  PA 

SEARS  MONITOR  GHOST 

When  Antic  reviewed  the  Sears  $349.99 
Proformance    TV/Monitor    in    our 

December  1985  Buyer's  Guide,  we  wrote 
that  it  had  a  distracting  color  ghost  when 
used  as  an  At;iri  monitor  At  the  time,  local 
Sears  spokesmen  assured  us  that  the  prob- 
lem was  a  unique  glitch  in  the  unit  we  had 
borrowed  for  review. 

As  a  result  of  monitoring  the  Compu- 
Serve Atari  SIG,  Antic  has  now  discovered 
that  the  problem  is  far  more  widespread. 
One  electronically  oriented  SIG  member 
wrote  that  when  he  looked  inside  his  Sears 
TV/Monitor  he  felt  that  its  composite 
video  mode  circuitry  (needed  by  the  Atari) 
seemed  like  a  quick  add-on  x.o  what  was 
essentially  an  RGB  monitor  intended  for 
IBM-type  computers.  —ANTIC  ED 


10 


ANTIC,  The  Atari  Resource 


^  I/O  board 


WRONG  NUMBER 


One  of  the  BBS  numbers  Antic 
downloaded  from  the  Boise  Users'  Group 
and  reprinted  unchanged  in  the  February 
1985  issue  was  incorrect.  Please  do  NOT 
call  the  (601)  388-3940  number  in  Missis- 
sippi— it  does  not  belong  to  a  bulletin 
board.  -ANTIC  ED 


JOYSTrCK  SPRAYPAINTER 

I  found  "Spraypainter"  (Antic,  October, 
1984)  a  little  slow,  so  I  converted  it  to  AC- 
TION! and  installed  an  on/off  routine  with 
the  joystick  to  make  it  more  usable.  Here 

it  is: 

BYTE     y.s.i.yl, 

eliw=  C25]  , 

of5=[5] 
CARD     x.xl 

PROC     InittJ 

Graphics  t8  +  1.6J 

Sexc o 1  or C2 * O , 03     color  =  l 

Plot £180, 108J 

x=108     y=188 
RETURN 

PROC    JoystickCJ 
s  =  St:icl<  C83 
IF     5<8     AND     x<313 

THEN     x=x+l     FI 
IF     s>8     AND     S015     AND     x>6 

THEN     x=x-l     FI 
IF     Cs/4J»4=s-l    AND     y<183 

THEN    y=y*l     FI 
IF     ts/2J*t2  =  s     AND     y>6 

THEN     y=y-l     FI 
IF    S-trigtaj>8    THEN 

Plottx.yj     color=:0 

plotcx,y3     color=l 

RETURN 
FI 

FOR     i=l     -to     4 
DO 

>;l  =  x*Peek  1537783 /di  v-o  fs 

yl  =  y  +  Peel<  1537783 /diw-ofs 

Plot txl,yl3 
OD 
RETURN 

PROC     Spray t3 

Inir  t3 

DO 

joystick  t3 

OD 
RETURN 


William  Bennett 
San  Antonio,  TX 


EXPANDED  CPU?  NO. 

Is  it  possible  to  put  a  CPU  expander  bus 
into  my  1200XL? 

Greg  Metallmos 

Winnipeg,  MB 
We  checked  ivith  Bill  Wilkinson,  who  tells 
us  that  putting  a  bus  expander  on  the 
1200XL  is  out  of  the  question  for  all  but 
the  most  experienced  electronics  techni- 
cian. Even  if  you  could,  it  wouldn  't  he 
cn>n[)atible  with  any  other  model  without 
some  very  expensive  conversion  hard- 
ware and  difficult-to-write  software,  says 
Bill,  adding  "Forget  if.  "-ANTIC  ED. 

TWO-FACED  FLOPPIES 

Can  you  notch  a  single-sided  disk  and  use 
the  other  side?  If  so,  will  it  cause  any 
harm? 

Ra)'mond  Moody 
Fort  Ord,  CA 
/.  Yes  .  .  .  Notching  a  disk  is  easy — you 
can  just  use  a  regular  hole  punch.  To  he 
sure  of  putting  the  notch  in  the  right  spot, 
bold  an  already-notched  disk  behind  the 
disk  you  're  punching. 

2.  Possibly .  .  .  You  run  a  slight  risk  in 
using  the  floppy  sflip  side.  A  disk  drive's 
read/write  head  presses  the  bottom  of  a 
disk  against  a  felt  pad.  Pieces  of  dirt  or 
metal  could  get  stuck  in  the  pad  and 
scratch  the  "A"  side  of  your  disk  if  you  're 
recording  on  the  second  side.  However, 
at  Antic  we  routinely  use  both  sides  of 
disks  all  the  time  and  haven 't  lost  any  files 
yet.  It's  up  to  you  if  you 're  willing  to  take 
even  a  tiny  risk  tvith  your  disk  data. 

-ANTIC  ED 


CHIPS,  CHIPS, 

EVERYWHERE  CHIPS 

What  can  you  tell  me  about  the  Western 
Design  Center's  OXl-CMOS  W65SC802 
CPU  or  related  chips?  It  is  supposedly  a 
16-bit  processor  compatible  with  existing 
6502  applications.  The  chip  is  compatible, 
pin  for  pin,  with  the  6502  used  in  Ataris. 
Mike  Rutledge 
El  Segundo,  CA 
We  checked  with  Charles  Cheiry,  of 
Technical  Support  in  Daly  City,  ivho  sup- 


plied the  following  information  and 
short  history  of  the  .Atari  6  502.  -ANTIC  ED 

The  Atari  400  and  800  use  the  6502B,  a 
faster  version  of  the  original  6502  inicro- 
processor  The  6OOXL  and  8()0XL  use  the 
6502c,  a  substantially  different  chip  that 
incorporates  support  functions  that,  in  the 
days  of  the  6502A,  were  contained  on 
separate  chips.  A  further  consolidation  of 
support  chips  led  to  the  6510,  which  may 
be  used  in  the  new  XK  C(jmputers. 

There  are  three  other  interesting  chips 
in  the  6502  family. 

The  65C02  (a  plug-in  replacement  in 
the  Atari  400  and  800)  offers  the  increased 
reliability,  decreased  power  consumption 
and  heat  generation,  and  better  heat  im- 
munity of  CMOS.  It  also  has  new  machine 
language  instructions  and  addressing 
modes,  which  are  supported  b)'  the 
MAC/65  assembler  cartridge  from  O.S.S. 

The  other  two  chips  are  8-bit  and  16-bit 
processors  based  on  the  6502.  The  8-bit 
W65SC8()2  has  new  instructions  and  ad- 
dressing modes.  It  appears  to  ha\'e  the 
same  new  capabilities  as  the  65C()2,  and 
may  work  with  MAC/65. 

The  16-bit  W65SC8I6  chip  probably 
won't  work  with  the  Atari  because  of  the 
pin  arrangement.  Q 


help!  h 


ADVENT  X-5  AGAIN 

We  have  found  that  even  with  the  miss- 
ing line  (8020  RUN)  included,  readers  are 
having  problems  with  ADVF^NT  X-5.  Take 
a  close  look  at  line  1005:  the  third  inverse 
P  in  the  second  line  is  lower-case,  and  the 
thirteenth  character  in  the  second  line  (just 
before  the  inverse  f)  is  a  C;rRl.-B. 
-ANTIC  ED 

PENCILS  ON  DISK 

Antic  omitted  to  put  "Pencils"  onto  the 
March  disk,  as  we  had  promised  on  the 
microscreens  pages.  So  the  nifty  GTIA 
image  by  Gregg  Tavares  will  appear  on  the 
disk  for  the  next  issue.  —ANTIC  ED      Q 


May  1985 


11 


*  *  •  •  •• 

*•*•** 

*  •  *  •  *,.^c 

•  *  •  ^-^" 


^^l 


\u~ 


MEN,    aVa   rlBIItEH-HaMIEIIS. 


tfLnven  SEm  sneeitdaB  iHB 


^ 


mr 


w 


iw  "mxr  eEHEMTior  of  snunGV  siMuunoHS. 
THIS  TIME  YOU  ARE  IN  COMMAND! 


Are  you  a  Great  Strategist  like  Eisenhower,  Patton,  or  Montgomery??  Or  couid  YOU  hove 
done  better??  Now  you  can  find  out  by  stepping  intoltiettiriii  and  excitement  ot  some 
of  history's  greatest  events!  I  "Crusade  in  Europe"  and  "Decision  In  ttie  Deserf',  from 
MicroProse,  take  you  there  —  from  D-Doy  to  the  "Baffle  of  the  Bulge",  to  El  Aiomei  n.  All  flie 
"Command  Series"  products  provide  challenge  and  excitement  in  historically  accurate 
and  easy  to  play  strategic  simulations.  And,  Best  of  All,  you'll  be  in  the  ttiick  of  the  action 
in  minutes  even  if  you  hove  never  played  a  sti'afeglc  simulation  before!! 

"Command  Series"  simulations  require  both  careful  strategic  thinking  and  fast 
responses  to  rapidly  changing  battlefield  conditions.  These  simulations  occur  in  accel- 
erated real  time,  with  action  taking  place  continuously— just  like  real  bottles!!  No  slow 
plodding  action  here!!  These  outstanding  simulations  featijre  coiorlui  animated  graphics, 
great  sound  effects,  and  a  new,  quick  and  easy-to-use  command  system  to  enter  commands 
using  a  joystick  or  ttie  keyboard.  "Command  Series"  simulations  allow  solo  play  from  eittier 
side's  perspective  or  exciting  direct  competition  between  two  opposing  Generals.  The 
computer  handles  all  ttie  rules,  provides  play  balancing,  and  even  ttie  ability  to  change 
sides  in  ttie  middle  of  ttie  game!  Ottier  feotijres  include  multiple  scenarios  ft'om  a  single 
screen  mission  to  an  in-deptti  campaign  using  a  ten-screen  scrolling  map,  sfrategic 
maps,  gome  save,  and  a  unique  "flashback"  ftjncflon. 


"Crusade  in  Europe:  D-Day  tottie  Battle  of  the  Bulge"  and 
"Decision  in  flie  Desert:  Norfli  Africa  1 940-1 942"  establish  a  new 
standard  of  quality  ond  playability  in  sfrategic  simulation  design.  At 
a  suggested  retoi  I  price  of  $39.95,  tiiey  are  an  exfraordinary 
vdlueaswell! 

SEE  YOUR  LOCAL  RETAILER  for  "Crusade  in  Europe"  and 

"Decision  in  ttie  Desert".  Available  for  Commodore-64,  Apple, 
Atari,  and  IBM  computers.  For  more  information  on  all 
MicroProse  products  call  or  write. 

Experience  the  reality  of 

theee  oti-ier  grea-fc  simulations 

from  MicroProse: 


MicroProse  Software 

The  Action  is  Simulated  —  the  Excitement  is  REAL!!        301-667-1151 


1 20  Lokefront  Drive 
HuntValleyMD  21030 


As  close  to  Itie  Real 

Ttirtll  of  Flying  as  You 

Con  Handle!! 


Challenging  and  Exciting 

Air  Combat  from  the 
Modern  Electronic  Cockpit!  I 


Exciting  Speech  and 
Graphic  AirTrafflc 
Control  Action!! 


Oonnmodore-64,  Atari,  IBM,  and  Apple  are  registered  trademarle  of  Commodore  Business  Machines,  Inc.,  Atari  Inc.,  Intemational  Business  Machines  Inc.,  and  Apple  Computer  Inc.,  respectively. 


■H 


!W«i 


communications 


TSCOPE 
AUTODIALER 


Automatic  los-on  program 


by  CHARLES  JACKSON,  Antic  Program  Editor 


TSCOPE,  by  Joe  Miller  is  a  well- 
known  public  domain  program.  It 
enables  owners  of  the  Atari  1030  or 
835  modem — or  most  modems  that 
work  with  the  Atari  850  interface — 
to  upload  and  download  either  binary 
or  ASCII  files  on  the  CompuServe  SIG 
Atari. 

(TSCOPE  is  available  on  the  An- 
tic 1030/835  Telecommunications 
Disk,  PD025  in  the  Antic  Catalog. 
-ANTIC  ED) 

TSCOPE  Autodialer  is  a  fast  and 
foolproof  way  to  log  onto  Compu- 
Serve automatically.  You  just  boot 
your  TSCOPE  disk  and  sit  back  while 
TSCOPE  Autodialer  types  in  your 
CompuServe  phone  number,  your 
User  ID  and  your  password. 

When  TSCOPE  starts,  it  looks  for 
a  file  named  AUTODIAL.SYS  which 
contains  a  simple  set  of  log-on  in- 
structions. AUTODIAL.SYS  is  optional 
and  doesn't  come  included  with  most 
versions  of  the  TSCOPE  program.  You 
must  create  your  own. 

GETTING  STARTED 

TSCOPE  Autodialer  will  create  an 


A  short,  iiiitoniiitic  loi^-on  /)n)i^ra}n 
for  TSCOPT.  the  l)o[>iilar  public  do- 
main telvcoDiiniiniaitioiis  l)rogmni. 
It  will  run  on  any  Atari  coni/)utcr 
tvith  a  disk  drive.  Works  icilli  any 
TSCOPE  compatible  nnxlciii.  in- 
cluding the  Atari  I030  &  835. 


AUTODIAL.SYS  file  for  you.  Type  in 
Listing  1,  checking  it  with  TYPO  II, 
and  SAVE  a  copy  to  disk. 

Wlien  you  RUN  the  program,  it  will 
ask  you  for  the  phone  number  to  dial, 
your  access  number  (User  ID),  and 
your  password.  When  you've  entered 
this  information,  place  your  TSCOPE 
disk  into  the  drive  and  press  [START] 
to  write  the  file.  If  you  haven't  already 
renamed  your  TSCOPE.OBJ  file 
AUTORUN.SYS,  the  program  will  re- 
mind you  to  do  so. 

TSCOPE  Autodialer  creates  an 
AUTODIAL.SYS  file  which  might  look 
something  like: 


555-1234 

AC]:98765.4321 

]:  SECRET  PASSWORD 

The  first  line  contains  the  phone 
number  to  be  dialed.  Hyphens,  paren- 
theses and  blank  spaces  are  ignored 
by  TSCOPE. 

The  second  line  begins  with  A  C — 
the  code  for  [CONTROL]  [C],  The 
right-bracket  symbol  "]"  after  the  "C" 
stands  for  "wait".  This  tells  the 
autodialer  to  wait  for  a  prompt  before 
continuing. 

With  our  sample  AUTODIAL.SYS 
file,  TSCOPE  would  dial  555-1234 
(ignoring  the  hyphen)  and  wait  for  a 
connection.  Then  your  autodialer 
would  issue  a  [CONTROL]  [C]  code 
and  wait  for  the  colon  [:]  at  the  end 
of  the  User  ID:  prompt.  When  the 
autodialer  receives  this  colon,  it  enters 
your  access  number. 

The  colon  on  the  last  line  of  the 
AUTODIAL.SYS  file  tells  the 
autodialer  to  wait  for  the  next 
colon — the  one  at  the  end  of  the 
Password:  prompt.  It  then  enters  your 
password. 

continued  on  next  pase 


May  1985 


13 


communications 


MAKING  CHANGES 

There  are  many  ways  to  modify  your 
autodialer.  If  you  wanted  to 
automatically  visit  the  ANTIC 
ONLINE  service,  for  instance,  you 
would  add  this  line  to  your 
AUTODIAL.SYS  file: 

a]!GO  ANTIC 

This  instruction  tells  the  autodialer  to 
wait  for  an  exclamation  point  prompt, 
then  type  the  GO  ANTIC  command. 

PASSWORD  PROTECTION 

Though  TSCOPE  Autodialer  is  the 
quickest  way  to  log-on  to  Com- 
puServe, it  lacks  some  security. 
Anyone  who  can  load  a  disk  and  turn 
on  a  modem  could  gain  access  to  your 
CompuServe  account.  So  always  keep 
your  autodialing  TSCOPE  disk  in  a 
safe  place.  Listing  on  pase  80. 


In  April,  type  GO  AN'l'IC  as  soon  as 
you  log  onto  CompuSciTe.  You'll  be 
able  to  read  Antic's  immediate  on- 
the-spot  coverage  of  Atari  news 
from  the  1985  West  Coast  Computer 
Faire,  which  took  place  from  March 
30  to  April  2. 

ANTIC  ONUNE  will  also  give  you 
a  full  prc\'iew  of  the  stories  and  pro- 
grams in  the  next  Antic 
Magazine — the  June  Computer 
Arts  issue. 

You'll  even  see  a  major  excerpt 
from  the  upcoming  issue's  featured 
article.  This  time  it's  a  look  at  two 
breakthrough  music  products — an 
Atari  MIDI  controller  that  emulates 
a  l6-track  digital  recording  studio, 
and  a  real-time  music  generator  that 


lets  >ou  impro\ise  four-part  compo- 
sitions at  the  Atari  keyboard. 

Each  month  ANTIC  ONLINE 
brings  \-ou  the  very  latest  At:iri  in- 
formation long  before  it  can  appear 
in  any  magazine.  Erom  most  areas 
there  are  no  long  distiince  chiirges 
for  this  service,  so  it  does  not  cost 
you  anything  more  than  the  stiin- 
dard  (x)mpuServe  onUne  time 
charge 

The  ANTIC  ONLINE  special  bul- 
letins may  be  downloaded  for  re- 
printing in  newsletters  of  users 
groups  affiliateti  with  the  Antic 
Worldwide  1  sers  Network.  Officers 
of  Atari  users  groups  may  write  to 
Antic  for  details  about  WUN 
affiliatit)!!. 


Next  Month  in 


■■^!'i|||F  IIP'! 

The  ATARI"  Resource 


JUNE 
COMPUTER  ARTS  ISSUE 


HIGH-POWERED  ARTS   PROGRAMS^  INCLUDING: 

•  Graphics  Utility  Package 
Super-fast  BASIC  drawing  commands 

•  3-D  ACTION! 
Rotate  your  3-D  picture  in  speedy 
ACTION! 

•  The  Musician 

Type-In  "Music  Construction" 

Tlirn  Your  Atari®  Into  A 
BANJO  •  WEAVING  LOOM  •  PIANO  •  COLOR  PALETTE  •  GUITAR 


•  MIDI  Meets  The  Atari 

Using  the  Atari  to  control  a 
16-track  digital  recording  studio 

•  Mr.  SIG* ATARI 

Ron  Lul<s,  sysop  of  the  largest 
Atari  BBS 


':^-(:ir^?^;-.^^^'^^r:r.:r^^^'^^:r^<]^:'y^'c::^^<:^i:^%^!c^^ 


14 


ANTIC,  The  Atari  Resource 


»> 

^o 


/I  WORD  PROCESSING  PROGRAM  \ 
AN  INFORMATION  MANAGEMENT  program: 

A  TELECOMMUNICATIONS  program: 

ALL  THREE  PROGRAMS,  ON  ONE  DISKETTE!,  FOR  ONLY  $49.95  *! 

"Quite  simply  the  best!  The  highest  rating  possible. . .  the  package  should  be  part  of  every 
(computer)  library."—  analog  computing 

"Russ  Wetmore  has  done  an  EXCELLENT  job!  The  program  is  flexible,  powerful  and 
very  easy  to  use.  $49.95  buys  a  heck  of  a  lot  of  program."—  review  by  arthur  leyenberger 

"Performance:  ir  •  •  ir  (Excellent)  Value :ir  •  •  ir (Excellent) 
This  three-in-one  package  is  a  bargain . . .  one  of  the  finest  values  on  the  market. " 


*V 


HOMETEXT  word  processor. 

HOMEFIND     INFORMATION  MANAGER. 

HOMETERM  telecommunications 

Together  they  are  HotnePak:  the  three  most 
important  and  most  useful  home  computer  applica- 
tions in  one  integrated  system  —  on  one  diskette! 

The  reviewers  are  unanimous:  any  one  of 
these  programs  alone  is  well  worth  the  price. 
So  you're  getting  three  times  the  computing  power, 
with  this  exceptionally  easy  to  use  package: 

•  all  commands  in  simple  English;  no  complex 

computer  jargon,  no  obscure  instructions 
•all  key  commands  are  immediately  available  on 
the  screen  menu;  additional  commands  can  be 
called  up  for  the  more  experienced  user 
•to  help  you,  system  status  is  displayed  right 

on  the  screen 
And  it's  easy  to  use  the  three  programs  together.  For 
example,  in  the  ''Merge"  mode,  you  can  take  data 
stored  in  HOMEFIND  and  print  letters  and  labels 
using  HOMETEXT.  Or,  use  HOMETEXT  to  write 
reports  based  on  information  you've  called  up 
via  HOMETERM. 


FAMILY  COMPUTING 


BATreRies 


INCLUDED 


«SXy« 


RusswETMone 


HomeTexV 

Processinonmo,!!:™ 


3  in  7 

Software  Sw!.o„ 


■^fogranKhata/i 


^=-r;=r 


30  Mural  street 
Richmond  Hill,  Ontario 
LAB  1B5  Canada 

(4161596-1405 
Telex:  06-21-8290 


BATTERIES  '^  INCLUDED 

m  ^ 


"The  Energized  Software  Company!" 


17875  Sky  Park  North 

Suite  P,  Irvine,  California 

USA  92714 

Tfe/ex:  509-139 


WRITE  FOR  A  FULL  COLOR  BROCHURE 

•MANUFACTURERS  SUGGESTED  U.S.  LIST  PRfCE 


EACH  COMPUTER  SYSTEM  MAV  REQUIRE  ACCESSORY  DEVICES  SUCH  AS  MODEMS.  PRINTERS  OR  CARDS  TO  UTILIZE  SPECIFIC  FEATURES  OF  HOMEPAK,  SEE  YOUR  DEALER  FOR  DETAILS 
1 19B4  BATTERIES  INCLUDED.  ATARI,  APPLE.  COMMODORE  AND  IBM  ARE  REGISTERED  TRADEMARKS  OF  ATARI  CORP,  APPLE  INC.,  COMMODORE  BUSINESS  MACHINES  AND  IBM  BUSINESS  MACHINES  INC.,  RESPECTIVELY 


ANTIC 
BOOKSHELF 

Reviewed  by  CHARLES  JACKSON  and  MICHAEL  CIRAOLO 


Book  of  Adventure  Games 

by  Kim  Schuette 

$19.95 

344  pages,  paperbound 


Cheating  is  expensive.  In  this  case,  it 
will  cost  you  about  $20  to  obtain 
maps  and  cheat  sheets  for  most  ex- 
isting adventure  games. 

Of  course,  it  might  well  be  worth 
$20  to  avoid  those  sleepless  hours,  as 
you  pull  out  your  hair  and  wonder 
how  to  get  past  that  bear  or  enter 
those  massive  doors  in  your  favorite 
adventure  game. 

Whether  you  want  to  use  such  a 
cheat  book  is  your  business.  But  if  you 
do,  you'll  find  this  an  excellent  guide. 


Maps  and  solutions  reflect  actual 
gaming  experience  and  include  ap- 
propriate editorial  comments.  The 
maps  are  well  drawn  and  clearly 
presented.  However,  in  our  random 
sampling  of  game  clues,  some  maps 
contained  minor,  but  frustrating  in- 
accuracies. Clues  are  provided  as 
needed,  in  the  form  of  numbered 
notes.  These  clues  are  in  a  separate 
section  at  the  end  of  the  book,  so  it 
is  possible  to  just  peek  at  that  one 
answer  you  absolutely  cannot  figure 
out. 

Each  game  also  comes  with 
publisher  information,  suggested 
retail  price,  description  and  brief 
review,  necessary  menus  and 
character  charts. 

The  Book  of  Adventure  Games 
covers  over  75  titles,  most  of  which 
were  designed  for  the  Apple.  But  42 
are  available  for  the  Atari,  including 
all  Infocoms  except  the  very  latest,  the 
Ultima  series,  the  Adventure  Inter- 
national catalog,  Gruds  in  Space, 
Ulysses,  Wizard  and  the  Princess,  and 
most  other  favorites. 

This  book  is  published  by  Arrays, 
Inc.,  11223  South  Hindry  Avenue,  Los 
Angeles,  CA  90045. 


Atari  Graphics  &  Arcade  Game 
Design 

by  Jeffrey  Sumton  with  Dan  Pinal 

$16.95 

479  pages  paperbound 


Atari  Graphics  and 
Arcade  Game  Design 


z 


Atari  Graphics  &  Arcade  Game 
Design  was  written  for  intermediate 
BASIC  programmers  ready  to  master 
the  Atari  at  a  higher  level. 

This  is  not  a  book  for  beginners 
who  think  a  "Sprite"  is  something  that 
goes  well  with  a  hot  dog  and  a 
"redefined  character"  is  a  fellow 
who's  had  a  spiritual  experience. 

The  early  chapters  deal  with 
display  lists,  character  set  graphics  and 
ANTIC  and  GTIA  gi-iphics  modes. 
Several  short  BASIC  program  listings 
are  included  to  illustrate  key  points  in 
the  text. 

In  a  gentle  introduction  to 
Assembly  Language,  a  BASIC  version 
of  a  "Breakout  "  game  is  taken  apart 
and  its  subroutines  are  explained.  En- 
suing chapters  compare  each  sub- 
routine to  equivalent  assembly  lan- 
guage macros.  By  the  time  you're 
through,  you  should  be  a  lot  closer 
to  designing  and  writing  your  own 
machine  language  arcade  games. 

Although  the  assembler  listings  are 
written  in  S)'nassembler,  the  book  has 
a  comparison  table  to  help  you  trans- 
late the  Synassembler  code  to  Atari 
Assembler  Editor,  MAC/65,  Atari 
Macro  Assembler  or  Eastern  House. 

(This  book  is  available  by  mail  from 
the  Antic  Catalog  bound  into  this  issue 
of  the  magazine.) 


16 


ANTIC,  The  Atari  Resource 


Atari  Color  Graphics 

by  Joseph  W.  Collins 

S12.95 

202  pages  paperbound 


Atari  Color  Graphics:  A  Begin- 
ner's Workbook  is  a  useful  introduc- 
tion to  14  Atari  BASIC  graphics 
modes.  These  include  the  three  GTIA 
modes  and  two  modes  (Graphics  14 
and  Graphics  15)  unique  to  XL 
computers. 

If  you're  a  beginning  programmer, 
you'll  want  to  keep  your  BASIC 
reference  manual  close  at  hand,  since 
the  workbook  only  describes  BASIC 
graphics  commands. 

Each  workbook  chapter  introduces 
a  different  style  of  computer  graphics, 
including  high,  low  and  medium 
resolution  modes;  single  and  multi- 
color modes;  the  GTIA  modes  and 
three  text  modes. 

The  book  contains  many  illustra- 
tions and  dozens  of  short  type-in  pro- 
grams that  demonstrate  key  points  in 
each  chapter  New  BASIC  program- 
mers ready  to  add  interesting  graphics 
routines  to  their  programs  should  start 
with  this  book. 

(This  book  is  available  by  maO  from 
the  Antic  Catalog  bound  into  this  issue 
of  the  magazine.) 

Both  graphics  books  reviewed  here 
are  published  by  Arrays,  Inc./The 
Book  Division,  11223  South  Hindry 
Avenue,  Los  Angeles,  CA  90045. 


1,  2,  3,  My  Computer  &  Me!  A 
Logo  Funbook  For  Kids  (Atari 
version) 

by  Jim  Muller  and  the  staff  of  the 

Young  Peoples'  Logo  Association. 

$12.95 

111  pages  paperbound 


Here  is  one  of  the  finest  Logo 
workbooks  available  for  children. 
Armed  with  this  book,  young  people 
unfamiliar  with  Logo  will  quickly 
have  turtles  dancing  on  their  screen. 
Later  chapters  explore  recursion, 
music,  writing  and  editing  procedures 
and  using  the  Logo  shape  editor. 

Children  will  enjoy  this  lively  and 
instructive  book.  It  is  filled  with 
dozens  of  colorful  and  enjoyable  Logo 
procedures  to  try.  Parents  and  teachers 
will  appreciate  1,  2,  3  because  every 
lesson  encourages  children  to  use  ex- 
perimentation, imagination  and  intui- 
tion to  solve  programming  puzzles. 


Logo  Fun 

by  Pat  Parker  and  Teresa  Kennedy. 

$5.95 

112  pages  paperbound 


This  Logo  tutorial  simultaneously 
describes  versions  of  the  language  for 
Atari,  Texas  Instruments,  and  two 
Apple  variants.  Consequently,  you 
must  be  familiar  with  the  Atari  Logo 
user's  guide  before  you  read  Logo 
Fun.  Without  this  knowledge,  de- 
bugging your  Logo  procedures  soon 
becomes  a  frustrating  nightmare. 

Logo  Fun  contains  a  wide  assort- 
ment of  tiny  procedures  which  draw 
attractive  patterns  on  the  screen. 
Several  of  these  designs  are  presented 
in  an  eight-page  color  section  in  the 
middle  of  the  book. 

The  authors  invite  you  to  use  their 
book  like  an  encyclopedia — to  "flip 
back  and  forth,  or  check  the  index  to 
find  what  you  need."  Unfortunately 
there  is  no  index,  and  "flipping  back 
and  forth"  soon  becomes  a  time- 
consuming  chore. 

Both  Logo  books  reviewed  above 
are  from  Reston  Publishing  Company, 
11480  Sunset  Hills  Road,  Reston,  VA 
22090.  (800)  336-0338. 

n 


LOOKING  FOR  STRATEGY 

FOR  YOUR  ATARIl 


LA 


OBJECflVE: 


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NATO  DEFENSE 


•Tim'^itif'tT'Trj 


REFORGER'88 


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£3 

GALACTIC 
ADVENTURES 


mm- 


YOU'VE  JUST  FOUND  SIX  OF  THE  BEST 


OBJECTIVE:  KURSK~  is  the  grand-tactical 
simulation  of  the  southern  half  of  the  Bat- 
te  of  Kursk  -  the  largest  tank  battle  of 
World  War  II.  Consider  its  scope:  12  Gennan 
divisions  and  9  Soviet  corps  -  a  sum  total 
of  more  than  4000  tanks!  It  is  the  first  com- 
puter game  ever  to  resolve  such  a  massive 
battle  down  to  every  tank,  every  gun, 
every  infantry  squad!  $39.95. 

REFORGER  '88".  Once  every  year,  NATO 
embarks  on  "Reforger,"  a  military  exercise 
that  tests  its  ability  to  transport  American 
reinforcements  from  the  U.S.  to  Frankfurt 
during  a  simulated  Soviet  strike  of  West 
Germany  Now,  REFORGER  '88  makes  the" 
simulation  available  to  every  ardent  war- 
gamer  The  Fulda  Gap  is  chosen  as  the 
focal  point  of  the  Russian  attack  in  this 
grand-tactical  wargame.  $59.95. 

All  sames  are  on  4SK  disk  except  for  50  MISSION 

CRUSH  (40K  disk). 

ATARI*'  is  a  registered  trademark  of  Atari,  Inc. 


COMPUTER  AMBUSH"  Is  a  gut-wrenching 
simulation  of  man-to-man  combat  in  the 
middle  of  a  half-ruined  French  town  during 
World  War  II.  You  play  a  squad  sergeant 
(U.S.  or  German)  in  command  of  nine  other 
infantrymen.  Each  man  has  a  name,  indi- 
vidual combat  skills,  even  a  personal  back- 
ground! The  fighting  is  so  fast,  so  real  and 
intense,  you'll  experience  the  sweat  and 
death  of  war!  $59.95. 

COMPUTER  BASEBALL".  Voted  "1982  BEST 
COMPUTER  SPORTS  GAME"  by  Electronic 
Games  Magazine,  Computer  Baseball "  lets 
you  manage  any  NL  or  AL  team  of  past  and 
present.  All  the  options  of  a  real  manager 
are  at  your  disposal.  You  can  even  make 
up  your  own  imaginary  teams!  $39.95. 


STRATEGIC  SIMULATIONS  INC 


50  MISSION  CRUSH-  As  the  pilot  of  a 
Worid  War  II  B-17  bomber  in  this  role- 
playing  game,  can  you  survive  50  danger- 
ous but  exciting  raids  over  France  and 
Germany  to  earn  the  crushed  cap  of  a 
true  veteran?  Find  out  as  you  travel  back 
to  1942  as  part  of  the  8th  Air  Force  Bomb- 
er Group.  $39.95. 

GALACTIC  ADVENTURES",  a  science-fiction 
role-playing,  tactical  combat,  adventure 
game,  will  transport  you  literally  out  of 
this  world  —  to  a  spaceport  of  a  strange 
planet.  You  must  acquire  cqmbat  exper- 
ience and  advanced  skills  before  you  can 
fly  off  to  different  worlds  in  search  of 
treasures  and  to  do  battle  against  alien 
monsters.  You  can  even  create  yourvery 
own  adventures.  $59.95. 

Look  for  these  games  at  your  local  com- 
puter/software or  game  store  today! 


If  there  are  no  convenient  stores  near  you,  VISA  &  M/C  holders  can  order 
direct  by  calling  800-227-161 7,  ext  335  toll  free.  (800-772-3545,  ext.  335  In 
California.)  To  order  by  mail,  send  your  check  to;  Strategic  Simulations  Inc,  883 


Stierlin  Road,  BIdg.  A-200,  Mountain  View,  CA  94043.  Please  include  $2.00  for 
shipping  &  handling.  (California  residents,  add  6.5%  sales  tax.)  All  SSI  games 
carry  a  14-day  "satisfaction  or  your  money  back"  guarantee. 


FOR  ALL  SSI  GAMES,  WRITE  FOR  YOUR  FREE  COPY  OF  OUR  COLOR  CATALOG. 


a 


4jy 

the  \<  < 


^ 


Guide 

^   \^   <■        '"      0     ^ 

to  the 


^L    ^^   ^  e  know  how  to  get  the 

%  J^  #  Babel  Fish.  But  don't 

^^^^  ask  us.  We  won't  tell 
y  y  you.  And  Don't  Panic, 
the  clue  is  right  there  in  the  game. 

We're  talking  about  Infocom's  new 
text  adventure,  The  Hitchhiker's 
Guide  to  the  Galaxy,  based  upon 
the  first  of  that  insanely  funny  series 
of  books  by  British  author  and  ex- 
bodyguard  Douglas  Adams.  If  you 
haven't  read  the  book,  please  do.  It 
will  definitely  help  you  in  the  game. 

For  those  culturally  deprived  mem- 
bers of  our  audience,  the  game  gener- 
ally follows  the  cult-classic  book 
although  Adams  did  write  extensive 
(and  very  funny)  new  material  for  the 
adventure. 

The  excitement  opens  as  you  awake 
to  a  hangover  in  your  bed  in  Cotting- 
ton,  England.  Playing  the  part  of 
Arthur  Dent,  hapless  earthling,  you 
must  quickly  come  to  terms  with 
existence  .  .  . 

Your  house  is  about  to  be  demol- 
ished to  make  way  for  a  highway 
bypass.  No  matter,  really.  The  earth  is 
about  to  be  destroyed  by  a  Vogon 
Constructor  Fleet  to  make  way  for  a 
hyperspace  bypass. 

But  wait!  There's  more!  Infocom 
takes  YOU,  the  feckless  adventurer,  to 

May  1985 


Reviewed  by  JACK  POWELL  and  MICHAEL  CIRAOLO        O 


worlds  beyond  imagination:  "Welfare 
planets  ruled  by  dry-cleaning  estab- 
lishments, where  even  the  most  basic 
of  human  necessities  are  provided  a 
day  late  and  with  too  much  starch." 
And  so  on. 

Face  it — this  is  not  your  run-of-the- 
mill  text  adventure.  If  you're  going  to 
survive,  you'll  need  your  trusty  Hitch- 
hikers Guide  (built  into  the  game)  and 
a  towel!  Be  warned:  Despite  its  "stan- 
dard level"  rating,  this  is  the  most 
challenging  game  we've  seen  from 
Infocom.  (Have  YOU  gotten  the  Babel 
Fish  or  bested  the  Ravenous  Bug- 
Blatter  Beast  of  Traal?) 

The  puzzles  are  tough,  but  they 
follow  a  certain  capricious,  twisted  in- 
ternal logic.  As  we  played,  we  en- 
countered repeated  dead  ends.  When 
we  finally  discovered  the  answers,  we 
found  the  solution  was  logical  and 
often  accompanied  by  previous  clues. 

In  fact,  if  you  stumble  around 
enough  in  certain  problem  areas,  the 
computer  will  eventually  throw  in  a 
hint. 

The  best  way  to  understand  this 
British  whimsy  is  to  read  and  enjoy 
Adams'  books  or  possibly  the  works 
of  Lewis  Carroll. 

This  extraordinary  game  is  the 
result    of  an   unusual   partnership. 


Adams,  who  is  a  long-time  fan  of  Info- 
com games,  approached  the  company 
with  the  possibility  of  doing  a  game 
based  on  his  book.  He  teamed  up 
with  Steven  Meretzky,  the  award- 
winning  author  of  Infocom's 
Sorcerer  and  Planetfall. 

The  result  is  a  step  forward  from 
Infocom's  safe,  established  approach 
to  game  design.  It  is  a  break  from  the 
tradition  of  event-specific  mysteries 
and  plotless  underground  dungeons. 
The  style  of  writing  is  distinct  and 
tangible — really  the  first  stylistic 
departure  since  the  classic  Zork 
trilogy. 

Tips  for  novices:  play  the  game 
with  a  grizzled  Infocom  adventurer 
OR  a  crazed  Hitchhikers  fan. 

And  now,  we  now  have  a  confes- 
sion to  make.  We  had  planned  on  get- 
ting this  review  into  print  at  least  a 
month  ago,  but  we  hoped  to  finish  the 
game  first.  Alas,  we  simply  haven't 
been  able  to  get  past  the  Screening 
Door  So,  if  anyone  out  there  has  a 
clue.  .  . 

This  text  adventure  is  available  from 
Infocom,  Inc.,  55  Wheeler  Street, 
Cambridge,  MA  02138,  phone  (617) 
492-1031.  $34.95,  48K-disk.        wm 


19 


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CHARLES 
CHERRY 


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GEM  of 
ATARI 

More  than  pretty  icons/ 


mmm*mt 

mmm*m* 

«■)««■■ 


hen  Jack  Tramiel  an- 
nounced that  the  new 
l6-bit  STs  would  use  the 
GEM  operating  environ- 
ment, he  joined  Atari  to  one  of  the 
most  innovative  lines  of  research  in 
computer  history. 

During  the  1970s  a  group  of  digital 
visionaries  gathered  at  Xerox's  Palo 
Alto  Research  Center  (PARC)  to  ex- 
plore how  computers  should  relate  to 
people.  They  wanted  to  teach  "people 
literacy"  to  computers  instead  of  com- 
puter literacy  to  people. 

It  is  already  hard  to  remember  how 
difficult  it  used  to  be  to  operate  com- 
puters. You  literally  needed  a  com- 
puter science  degree  to  use  them.  But 
video  screens  and  electronic  key- 


boards replaced  punch  cards  and 
teletypewriters  in  the  '70s.  And  in 
those  new  video  terminals,  the  PARC 
dreamers  saw  the  future ...  A  video 
screen  could  show  anything,  and  a 
picture  could  replace  a  thousand 
words. 

IDEA  PICTURES 

The  icon  was  born,  a  picture  of  an 
idea.  Like  international  traffic  signs, 
an  icon  can  communicate  more 
quickly  and  more  vividly  than  words. 
A  file  cabinet  represents  a  database,  a 
piece  of  paper  stands  for  a  word  pro- 
cessor, a  disk  means  DOS.  Since  icons 
can  be  small  and  simple,  many  can  be 
put  on  the  screen  without  confusion. 
You  can  see  all  of  the  available  options 


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simulaneously.  All  you  need  to  do  is 
select  among  them. 

But  how  do  you  select  an  icon?  The 
gang  at  PARC  tried  everything,  key- 
boards, touch  tablets,  light  pens, 
joysticks  and  finally  a  mouse.  The 
mouse  was  their  choice — simple, 
natural  and  intuitive. 

There  was  one  more  element  to  in- 
vent, a  visual  metaphor  for  the  way 
you  use  a  program.  As  you  do  various 
things  in  a  program  the  entire  screen 
keeps  changing.  For  instance,  if  you 
want  to  change  the  skill  level  of  the 
game  you  are  playing,  the  playfield 
disappears  and  the  option  screen  ap- 
pears. 

But  the  PARC  researchers  thought 
this  was  wrong.  You  should  not  have 
to  jump  around  in  a  program,  the  pro- 
gram should  come  to  you.  Hence  the 
idea  of  windows.  A  portion  of  the 
playfield  would  open  up  and  reveal 
enough  information  for  you  to  make 
your  choice,  while  the  rest  of  the 
game  is  still  visible  behind  the 
choices. 

PARC  TO  MAC 

These  visions  led  Xerox  to  build  the 
dream  machine  called  Star  It  was 
wonderful  and  elegant  and  over 
$20,000 — much  too  expensive  for 
the  1981  market. 

Steve  Jobs  of  Apple  got  access  to 
look  around  inside  PARC  and  a  year 
later  Apple's  Lisa  came  out.  Priced 


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GEM  desktop  display  for  the  New  Atari  ST 

around  $10,000,  it  did  not  sell  very 
well  either.  But  it  attracted  lots  of 
attention.  Then  Apple  tried  again 
with  the  Macintosh,  which  was 
originaUy  priced  at  $2,495.  The  PARC 
vision  was  finally  within  reach  of  the 
general  public. 

In  the  above  three  computers,  both 
software  and  hardware  systems  were 
custom  designed  as  one  complex 
unit.  But  underneath  the  spectacular 
screens  were  ordinary  computers. 
The  hardware  had  the  same  input  and 
output  requirements,  the  same 
memory  management  problems.  The 
PARC  graphics  environment  was 
simply  an  overlay — which  in  theory 
could  work  with  any  operating 
system  on  any  computer. 

The  challenge  of  creating  a  single 
graphics  environment  overlay  which 
would  be  compatible  with  many  dif- 
ferent computers  was  taken  up  by 
Digital  Research,  Inc.  of  Monterey, 
continued  on  next  page 


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Sl|| 


INSIDE  GEM 

GEM  works  by  setting  up  an  imagi- 
nary all-purpose  input-output 
graphics  device,  called  a  Virtual 
Device  Interface  (VDI).  All  graphics 
I/O  is  sent  through  it.  This  will  sound 
familiar  to  programmers  who  have 
used  the  Atari  CIO.  The  GEM  VDI  and 
IBM  both  follow  the  emerging 
American  National  Standards  Institute 
(ANSI)  standard  of  a  memory  location 
grid  32K  wide  and  32K  high. 

Real-world  devices,  such  as 
monitor  screens,  touch  tablets, 
graphics  printers,  plotters,  and  mice 
are  usually  much  smaller.  The  ANSI 
stiindard  requires  the  necessary  scal- 
ing be  done  by  the  application  pro- 
gram or  the  device  handler  (they  call 
them  device  drivers),  guaranteeing 
compatability  over  a  wide  variety  of 
actual  devices.  GEM  calls  this  the  Nor- 
malized Device  Coordinates  mode. 

GEM  supports  another  VDI  mode 
called  Raster  Coordinates  (RC).  This 
allows  you  to  map  the  actual  device 
coordinates  over  a  portion  of  the  VDI. 
It  was  designed  with  monitor  screens 
in  mind  and  permits  addressing  pix- 
els directly,  just  like  bit-mapped 
graphics.  RC  allows  multiple  screens 
to  be  created  within  the  32K  by  32K 
VDI  grid.  You  can  then  switch  be- 
tween them. 

The  GEM  VDI  supports  over  50 
functions.  These  are  like  the  XIO 
functions  and  the  AUXl  and  AUX2 
bytes  in  the  Atari  CIO.  They  handle 
setup  of  devices  with  defaults,  graphic 
primitives  like  lines,  polygons, 
ellipses,  arcs,  and  others.  They  con- 
trol color  registers,  Une  style,  character 
fonts  and  cursor  forms.  They  also  sup- 
port bit  block  transfers  (which  per- 


California.  DRI  had  developed  the 
first  microcomputer  operating 
system,  CP/M.  Now  they  produced 
the  Graphics  Environment  Manager, 
GEM. 

Although  it  may  well  run  on  other 
operating  systems  in  the  future,  GEM 
is  currently  available  for  IBM  PC-DOS, 
and  for  the  closely  related  MS-DOS 
and  Concurrent  DOS. 

GEM  MEETS  ATARI 

GEM  has  now  also  been  chosen  for 
the  upcoming  Atari  ST  computers.  It 
will  work  with  the  new  TOS 
operating  system,  which  is  a  close 
relative  of  DRI's  CP/M. 

In  the  Atari  STs,  the  GEM  overlay, 
the  TOS  operating  system,  and  the 
device  drivers  including  hard  disk, 
floppy  disk,  Centronics  parallel,  and 
RS232C  serial  are  all  to  be  contained 
in  192K  of  ROM  .  That  means  when 
you  turn  on  your  ST  it  is  ready  to 
work  immediately  and  none  of  your 
RAM  has  disappeared. 

GEM  does  more  than  make  com- 
puters easy  to  understand  and  use, 
with  flashy  icons  and  drop-down 
menus.  It  also  supports  multi-tasking. 
That  means  that  you  can  run  several 
programs  at  the  same  time  and  easily 
pass  information  between  them.  It  is 
what  we  all  thought  computers  could 
do  before  we  got  one. 

GEM's  powerful  graphic  capabili- 
ties are  available  to  application  soft- 
ware, so  terrific  drawing  programs 
and  spectacular  games  should  be  the 
order  of  the  day.  In  the  multiple  win- 
dows you  could  run  your  word  pro- 
cessor and  your  spreadsheet  at  the 
same  time.  Programs  that  we  never 

dreamed  possible  will  be! 

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form  logic  operations  on  bytes  before 
moving  them)  and  access  to  special 
device  capabilities. 

BUILT-IN  LIBRARY 

GEM  includes  a  package  of  subroutine 
libraries  in  the  Application  Environ- 
ment Services  (AES).  These  libraries 
handle  the  program's  interface  with 
GEM,  taking  care  of  icon  manipula- 
tion, drop-down  menus,  windowing, 
information  transfer  between  applica- 
tions, and  a  host  of  other  details.  This 
makes  the  GEM  magic  much  easier  to 
program.  Digital  Research  also  has  just 
finished  a  GEM  Programmer's  Toolkit 
manual  to  aid  in  commercial  program 
development. 

Because  GEM  runs  on  many 
machines,  most  notably  the  IBM,  pro- 
grams are  easily  moved  between 
operating  systems.  Consequently,  it  is 
believed  that  high  quality  IBM  pro- 
grams running  under  GEM  will  soon 
be  available  on  the  Atari.  But  this  can 
work  the  other  way,  too.  Atari  pro- 
grammers will  be  able  to  sell  their 
creations  in  the  IBM  market.  Finally, 
Atari  owners  will  get  some  practical 
large-scale  business  programs  and  IBM 
owners  will  get  some  decent  games. 

The  user  interface  in  computers  has 
come  a  long  way  in  a  very  short  time. 
We  Atari  users  have  had  one  of  the 
best  all  along.  GEM  will  be  another 
giant  leap  forward. 

Charles  Cherry  is  a  theatre  techni- 
cian who  uses  his  Atari  to  generate 
images  for  industrial  slide  shoivs,  as 
a  moving  message  center,  as  a  tele- 
prompter  and  as  a  business  machine. 


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22 


ANTIC,  The  Atari  Resource 


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To  get  more  out  of  your  ATARI,  whether 
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expert-this  offer  is  foryou.  The  ATARI  1030 
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The  perfect  modem  package  for  everyone, 
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Like"  Terminal  Software 


and  more... 

You'll  love  the  hi-tech  design  of  the  1030 
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And,  you'll  also  receive 
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The  ATARI  1030  works  with  al!  Atari 
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Everything  you  need  included. 


YESI I  want  this  extraordinary  communications  value! 

'm  ordering  now  so  I  an  receive: 

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The  suggested  retail  value  is  SI 99.95  MY  PRICE  IS  ONLY  579,95 
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Please  make  check  pciy^tble  to  ADD-ON  Systems, 
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Credit  Card  Orders  Only  Call  Toll  Free 
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California  residents  add  6',-%  sales  tax, 
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Canadian  residents  please  send  US,  dollars  •  Allow  2-4  weeks  fbr  delivery 
•  Prices  subjea  to  change  without  notice  •  Delivery  subject 
to  availability. 

Send  coupon  to 

ADD-ON  Systems 

524  2nd  St, 

San  Francisco,  CA  94107 


by  MICHA 


In  case  you  weren't  aware  of  this, 
it's  a  matter  of  honor  at  Antic  to 
use  only  Atari  computers  in  our 
office.  And  since  we  are  a  publi- 
cation, word  processing  software  is 
used  around  here  a  lot. 

We've  noticed  there  are  two 
schools  of  thought  about  word  pro- 
cessing software  for  the  Atari.  Atari 
users  who  haven't  had  experience 
with  other  makes  of  computer  are 
reasonably  satisfied.  But  other  Atari 
users  who've  had  some  exposure  to 
machines  with  more  of  a  "business 
computer"  image  unfortunately 
know  better.  .  . 

Antic  had  been  using  LJK's  Letter 
Perfect  as  our  in-house  word  proc- 
essor— although  without  any  great 
enthusiasm  for  it. 

We'd  found  Letter  Perfect  to  be 
rather  more  powerful  and  fuller- 
featured  than  AtariWriter  or  Text 
Wizard,  the  only  other  established 
"serious"  Atari  WP  software. 

Probably  just  as  important  to  us  was 
that  only  Letter  Perfect  would  work 
with  the  80-column  cards  we  had  at 
a  couple  of  workstations.  This  advan- 
tage tended  to  make  up  for  the  pro- 
gram's files  requiring  a  tedious  con- 
version process  anytime  we  needed 
to  transfer  in  or  out  of  standard  Atari 
DOS. 


ENTER  PAPERCLIP 

But  tiir  irL(i  rrtir  bfn_.t!iiL  '^opy  o^ 

PapexQuiLaccu^jfr^nJiatteries 
Included  in  Ibronto,  the  Antic 
Editorial  Department  cheerfully 
retired  our  Letter  Perfect. 

Every  once  in  a  while,  a  piece  of 
software  or  hardware  shows  up  here 
that  is  so  clearly  superior  in  its 
category  to  anything  else  available  for 
the  Atari  that  Antic  starts  using  it  in- 
house  immediately.  The  previous  ex- 
ample of  this  was  "DISKIO"  (January, 
1985)  that  at  once  began  replacing 
DUP.SYS  on  our  program  disks. 

Simply,  Paperclip  is  by  far  the  best 
word  processor  ever  available  for  the 
Atari.  It  boasts  a  line-up  of  advanced 
features  that  would  be  hard  to  match 
on  even  the  biggest-name  word  pro- 
cessing software  costing  $300  or 
more. 

Paperclip  makes  your  Atari  the 
word  processing  equal  of  just  about 
any  computer  on  the  market.  Yet  it  is 
not  hard  to  learn  and  sells  for  only 
»59.95. 

Some  nuts  and  bolts  information: 
Paperclip  runs  on  aU  Atari  computers 
with  48K.  It  comes  on  a  disk  that  you 
can  back  up.  But  the  program  is  pro- 
tected by  a  special  key  that  plugs  into 
joystick  port  2. 

A  few  technical  notes:  As  we've 


:ed,  it  is  based  on 

nd  written  in  1 

!ge,  so  it's  fc 

ifferent   fr^ 

ion  written  ror^the 

4.)  The  preliminary 

anual  thaf^'ve  got  is 

written.  Xnd  the  screen 


previously 

ACTION! 

machine  1; 

really    qu^ 

Paperclip 

Commoi 

draft  of 

pretty  cl 

gives  yo^M»fg,  sharp  letft:l^l*ith  true 

descenders,  because  the  program  uses 

ANTIC    Mode    3    and    i^d^ned 

characters. 


UNIQUE  FEATURES 

To  justify  our  enthusiasm  for 
Paperclip,  here  are  some  of  its  most 
distinctive  features: 

•  DUAL  WINDOWS— You  can 
display  two  text  files  onscreen  at 
the  same  time.  And  you  can  easi- 
ly move  blocks  of  text  between 
file  windows. 

•  ONE-KEY  MACROS— You  can 
easily  set  up  for  one  keytouch 
while  pressing  [START]  to  type 
in  an  entire  word,  phrase  or 
paragraph  that  you  regularly  use 
in  your  writing. 

•  PREVIEW  MODE— Paperclip  is 
easier  to  use  in  40-colurnn  screen 
format  than  any  word  processor 
we've  ever  seen.  In  the  preview 


24 


ANTIC,  The  Atari  Resource 


word 


mode  you  can  scroll  horizontal 
ly  or  vertically  to  see  exactly 
how  your  words  will  fit  on  the 
Even  in  the  normal  mode, 
mark  at  the  end  of 
i^hows  exactly  where 
the^^^wG  wtap  is.  (And  Paper- 
clip wuSgjjpport  Batteries  In- 
cluded forthcoming  plug-in 
80-column  card,  which  is 
later  this  spring.) 


this    significant    Atari    word 
cessor. 
The  Antic  editors  did  find  some 


•  HIGH-POWER  CO 

There's  actually  no  Aiding  be- 
tween mode  menus.  Saving  and 
loading  files,  disk  formatting, 
editing,  text  entry,  disk  direc- 
tories and  help  menus  are  all 
available  from  the  same  screen 
with  the  touch  of  very  few  keys. 
Some  really  unique  and  useful 
commands  includ<^!'*SwtDmatic 
save,  transposing 
words,  or  converting  c^ 
ters  and  lower-case  letters 
and  forth. 

MINOR  QUIBBLES 

It  is  not  the  normal  thing  for  a  com- 
puter magazine  to  be  able  to  review 
beta  test  software  prior  to  its  finaliza- 
tion  for  market.  However,  Batteries 
Included  unconditionally  agreed  to 
let  us  rush  a  review  of  our  beta  copy 


minor 
Batteries 
most  of 
fixed  in 
gram  t 


e 
free 


|ns  with  Paperclip.  But 
ded  promised  us  that 
ugs  had  already  been 
Inal  version  of  the  pro- 
es  on  sale  in  April, 
concern  was  the  size  of 
buffer.  The  latest  version 
with  had  only  enough 
ory  to   h^jadle  a  single- 
over  six 
ages  double- 


spaced  documg 

pages 

spacs 

Basert^  Included  said  the  final  ver- 
sion would  hold  files  of  about  20 
pages  double-spaced.  The  buffer  in 
XL  models  will  contain  about  28K 
memory,  24K  in  the  800  model. 

To  set  the  print  format  commands 
for  boldface,  underline  and  italics, 
you  must  specify  whether  it  is  the 
inning  or  the  end  of  the  format- 
ection.  We  found  this  cumber- 
some, especially  when  so  many  of  the 
other  commands  are  so  convenient. 

There  are  still  a  few  things  that  Let- 
ter Perfect  does  which  we  wish 
Paperclip  would  also  do.  For  exam- 
ple Paperclip  does  not  have  a  com- 
mand deleting  an  entire  word,  foward 
or  backward. 

Although    this    word    processor 


comes  withlan  unpreceSeiMKd  num- 
ber of  optiotubjOpr  some  reason  it  does 
not  let  you  turn  off  the  keyclick  in  the 
800  models,  which  have  no  indepen- 
dent volume  control. 

eSY  POWER 
:ourse,  in  PaperClip  you  will  also 
find  all  the  standard  features  you'd  ex- 
pect from  a  competitive  word  pro- 

jicejBor  today.  There's  global  search 
afil    replace,    underlining,    italics, 

iboJdface,  headers  and  footers, 
onscreen  help  files,  pitch  control, 
page  length  setting,  nearly  30  dif- 
ferent printer  drivers  plus  a  configura- 
tion menu,  and  on  and  on.  .  . 

Yet  for  all  the  power  it  offers. 
Paperclip  is  surprisingly  easy  to  learn. 
This  is  unusual,  because  the  more 
powerful  editors  are  usually  harder  to 
master.  But  PaperClip  is  virtually  as 
easy  to  use  as  Bank  Street  Writer 
so  there  is  no  reason  why  it  shouldn't 
be  your  first  word  processor. 

Many  of  the  editing  functions  are 
accomplished  by  holding  down  the 
[CONTROL]  and  [SHIFT]  keys 
together  plus  a  third  key.  With  very 
little  practice,  this  becomes  second 
nature.  And  it  also  makes  for  an  effi- 
cient command  structure. 

continued  on  next  page 


May  1985 


25 


For  instance,  [DELETE]  removes 
the  character  to  the  left  of  the  cursor, 
[CONTROL]  [DELETE]  removes  the 
character  beneath  the  cursor  [SHIFT] 
[DELETE]  removes  the  entire  cursor 
line.  [CONTROL]  [SHIFT]  [DELETE] 
gives  you  a  choice  of  deleting  to  the 
[E]nd  or  [T]op  of  the  file. 

AND  STILL  MORE... 

This  review  is  based  on  the  ex- 
periences of  the  four  Antic  editors 
during  this  first  first  month  when  we 
prepared  an  issue  of  the  magazine  en- 
tirely with  Paperclip. 

We  wanted  to  tell  you  about  this 
product  as  soon  as  possible.  But  the 
fact  is  that  PaperClip  even  has  a  lot 
of  other  powerful  features  we  simply 
haven't  had  a  chance  to  work  with 
yet.  Plus  there's  one  or  two  we've 
been  told  about  that  are  still  in 
development. 

So  at  this  time  all  we  can  do  is  list 
the  most  important  extra  features  (We 
don't  even  have  room  for  all  of  them) 
and  promise  to  cover  these  extras  in 
a  later  article  or  articles.  .  . 

•  TWO  COLUMN  PRINTOUT 

•  BUILT-IN  MATH  CALCULATOR 

•  MAILMERGEWITHSYNFILE-t- 
— Both  programs  are  by  the  same 
authors,  Steve  Ahlstrom  and  Dan 
Moore,  althougliSYNFILE-f  was 
written  in  FORTH. 

•  MULTIPLE  DISK  FILE  GLOBAL 
SEARCH — Up  to  6  simultaneous 
search  and  replace  operations 
throughout  all  linked  disk  files 
in  as  many  as  4  separate  drives. 
Truly  amazing. 

•  ATVRIWRITER-PAPERCLIP  FILE 
CONVERSION— Antic  Con- 
tributing Editor  Jerry  White  is 
writing  this  one. 

•  MIXED  TEXT/GRAPHICS 
SCREEN  DUMP— This  integrated 
screen  dump  will  enable  you  to 
mix  text  and  high-resolution 
Atari  graphics  (modes  7. 5  and  8) 
on  a  single  printed  page.  It's 
compatible  with  Micro  Il- 
lustrator and  most  other  graphics 
software  files. 


OUR  RECOiylMENDATION 

To  sum  up,  if  you  do  any  exten- 
sive amount  of  Atari  word  proces- 
sing— whether  it  be  as  a  student, 
business  person  or  professional — 
you  should  get  PaperClip  right  away. 
If  it's  not  in  your  local  stores  yet,  buy 
it  by  mail  from  Batteries  Included. 
(You  don't  weerf  PaperClip  if  you  only 
write  occasional  short  letters  at 
home.  For  that  minimal  level  of  use 
you  should  probably  look  first  at 
Batteries  Included's  849.95  Home- 
Pak  which  was  reviewed  in  the 
March,  1985  Antic.) 


PAPERCLIP 

Batteries  Included 
186  Queen  St.  West 
Toronto,  Ontario 
M5V  1Z1  Canada 
(416)  881-9941 


□ 


TECH  TIPS 

From  the 
ABCs  of  Atari  Computers 

by  David  Mentley 


SPEAKER  —  The  console  SPEAKER  is 
controlled  by  register  SDOIF  (53279) 
decimal.  This  is  the  same  location  as 
for  the  console  keys.  To  start  the 
SPEAKER  clicking,  POKE  in  a  number 
between  0  and  7.  The  continuous 
loop 

I  POKE  53279,0:  GOTO  1 
will  generate  a  continuous  humming 
noise.  In  the  XL  series,  the  SPEAKER 
noise  is  routed  to  the  television 
SPEAKER. 


Infrequently    Used    BASIC 
Commands 

STR$  —  In  BASIC,  the  STR»  com- 
mand converts  a  number  or  numeric 
variable  to  a  STRing.  You  will  also 
need  a  string  variable  name  to  place 
the  string  into  if  you  want  to  use  it 
somewhere  else.  ONE23$  =  STR$(123) 
will  assign  the  string  "123"  to  the 
string  variable  ONE23$. 
VAL  —  In  BASIC,  VAL  performs  the 
opposite  function  as  STRS.  VAL  con- 
verts a  string  which  is  made  of  nu- 
meric characters  to  a  numerical 
variable  or  value.  X=VAL(Y$)  will 
assign  the  value  of  123  to  the  variable 
X  if  Y$  were  a  string  called  "123".  If 
Y$  is  an  alphabetic  character,  an  error 
will  result.  f^ 


From  ABCs  of  Atari  Computers  by  David 
Mentley  (available  througin  the  Antic 
Catalog  in  this  issue).  Reprinted  by  permis- 
sion of  Datamost,  Inc. 


26 


ANTIC,  The  Atari  Resource 


I  Network  up  to  8  ATARI  computers 

I  Allow  sharing  of  Printers,  Disk  Drives, 
and  Modems 

I  Works  witli  all  ATARI  computers 

I  Provide  enormous  saving  for  school 
systems  and  computer  labs 

I  Comes  with  modified  ATARI  DOS 
2.5  to  support  busy  disk  retry 


ATARI 
COMPUTER 


ATARI 
COMPUTER 


BaS 


I      MPP 
MIcroNet 


ATARI 
COMPUTER 


ATARI 
COMPUTER 


ATARI 
COMPUTER 


,MPP-1150 
Printer  Interface 


.MPP  MlcroStuffer 
PrinterBufler 


tfIPP 


miCROBITS  PERIPHERAL  PRODUCTS 

3615  Pacific  Blvd.,  SW   /     Albany,  OR  97321 

ORDERS:    1-800-624-7532 

CUSTOMER  SERVICE:  1-503-967-9075 

TWX:  910-997-6280 


Exciting  new  "real"  3D  Graphics  on  48K  Disk. 
Includes  Super  Charger  Power  Booster 
cartridge  for  fast  realistic  3  dimensional 
graphics.  Weave  your  way  through  a  maze  of 
pyramids  and  radar  dishes  as  you  fight  against 
an  onslaught  of  jets  and  helicopters.  But, 
remember  to  keep  an  eye  out  for  more  fuel  in 
this  fast  paced  game. 


MicroPortxL 

Parallel  Buss  Board-$49.99 


For  Advanced 
Experimenters 


This  unit  is  designed  as  an  experimenter's  PIA 
board  for  the  Atari  XL  computers  . 

All  vital  parts  are  common  chips  that  are  socketed  for 

easy  replacement. 
Powered  by  an  external  source  that  also  gives  a  5  volt 

lead  for  experiments. 
Switch  selectable  to  blocks  $D5,  $D6,  and  $D7. 
Provides  16  I/O  lines  and  4  handshake  lines  that  can 

double  as  l/O's. 
Based  on  the  6520/ 6821  PIA  chip. 
Will  do  interrupts. 
Uses  the  parallel  buss. 
Over  10  sq.  in.  of  drilled  area  for  wire  wrap  prototypes. 


Suggested  uses  include: 

VCR-Video  Disk  Controller 
BSR  Home  controller 
EPROM  Programmer 


tVlonitor  and  Control  Home 

Environment 
Music  Synthesizer  Control 


^k     ^k     ^^^  ^^^  ^^^^         ^^^p  here's  a  new  kid  on  the  block.  He's  bigger,  brighter, 
K^M^    ^Hi    HH        H  H  ^ok  sophisticated,  and  a  whole  lot  faster.  His  name 

S^^^^  ^^^"    ^^^'        H  I  ^^  68000  and  he  speaks  in  new  tongues.  There  are 

•     T     "  ^HV  ^^^V      B  IP  those  who  say  he  could  be  death  to  assembly 

language  and  BASIC. 

The  new  Atari  ST  computers  will  contain  the  Motorola 
MC68000  microprocessor  chip.  Introduced  in  1979,  it  was 
the  first  l6-bit  microprocessor  to  have  32-bit  internal  archi- 
tecture with  16-byte,  non-segmented  direct  memory  ad- 
dressing, which  means  you  can  potentially  access 
16,777,216  bytes.  That's  over  5,500  pages  of  single-spaced 
typing.  For  programmers  used  to  Atari's  old  6502  chip, 
it's  a  whole  new  ball  game. 


THE 
68000 

Will  the  ST 

16-bit  chip 

l<ill  BASIC 

and 

assembler? 


by  JACK  POWELL 
Antic  Technical  Editor 


BASIC  BABEL 

Most  Atari  programmers  started  with  the  BASIC  that  came 
with  their  machines.  Many  grew  tired  of  its  limitations, 
and  evolved  to  the  powerful,  highly  precise  world  of 
machine  language. 

Some  argue  this  pattern  will  change  with  the  new  STs. 

Jeffrey  Gortatowsky,  writing  on  the  CompuServe  Atari 
SIG,  says  the  pattern  of  this  evolution  was  caused  by  the 
design  and  memory  limitations  of  the  6502.  If  you  want 
to  write  effective  speedy  software  for  a  computer  that  has 
only  64k  memory  available,  you  must  use  assembly  lan- 
guage. The  code  produced  by  high-level  language  takes 
up  too  much  memory  and,  on  the  6502,  is  usually  not 
fast  enough. 

HIGH-LEVEL  FUTURE 

Gortatowsky  then  argues  that,  in  the  68000,  we  will  see 
the  beginnings  of  change.  The  chip  architecture  is  so  flex- 
ible and  fast,  and  the  addressable  memory  so  vast,  that 
high-level  language  will  become  the  practical  choice  of 
software  manufacturers  because  time-consuming,  costly 
assembly  language  will  no  longer  be  necessary.  In  addi- 
tion, private  owners  may  find  that  any  form  of  BASIC 
which  takes  advantage  of  this  chip's  power  is  going  to  be 
cumbersome  and  difficult. 

This  theory  is  echoed  in  the  fme  reference  book,  68000 
Assembly  Language  Programming,  by  Kane,  Hawkins 


'<?•. 


^<i;V; 


i'M:i^i^ 


^m 


am 


>i^m 


m^ 


w 


w«:<;.' 


m 


:'^<^ti 


&  Leventhal  (Osborne/McGraw-Hill,  Berkeley,  CA,  1981). 
'We  expect  the  future  wiU  tiavor  high-level  languages." 

As  chips  and  hardware  become  cheaper  and  more 
powerful,  the  theory  goes,  the  cost  of  programming  labor 
is  rising.  This  helps  explain  the  shift  to  efficient  high-level 
languages  for  program  development.  These  languages  can 
also  permit  standardization  of  software  development  be- 
tween machines. 

A  case  can  also  be  made  that  successful  research  in  high- 
level  structured  languages  is  lagging  behind  hardware 
breakthroughs — which  means  that  dramatic  improve- 
ments in  features  such  as  ease  of  use  are  somewhat  over- 
due and  might  be  expected  to  happen  reasonably  soon. 

Until  then,  it  is  not  surprising  that  professional  program 
developers  are  specifically  being  told  by  Atari  to  use  C  or 
Pascal  on  the  STs. 

There  are  two  forms  of  C  currently  available  for  the 
Atari.  Deep  Blue  C,  which  can  be  ordered  from  the  Antic 
catalog,  and  C/65which  you  can  get  from  Optimized 
Systems  Software.  Because  of  the  Atari  computers'  cur- 
rent memory  limitations,  neither  of  these  C  versions  are 
full  implementations  of  the  language.  They  should, 
however,  serve  as  good  training  for  those  who  wish  to 
learn  C. 

The  new  ACTION!  language,  also  from  O.S.S.  is  a  cross 
between  C  and  Pascal.  It's  fun  to  program  with  and  would 
also  be  an  excellent  training  ground  for  those  interested 
in  learning  structured  programming. 

In  the  computer  world  outside  Atari,  C  is  rapidly 
becoming  more  and  more  popular  among  home  program- 
mers. Does  this  mean  BASIC  is  on  the  ropes?  Not  really. 

A  choice  of  BASIC  or  Logo — in  versions  designed  by 
Digital  Research  who  created  the  GEM  operating  environ- 
ment used  by  the  ST— will  be  bundled  with  the  first  ST 
machines.  And  there  is  such  an  established,  wide  base  of 
BASIC  programmers,  it's  doubtful  the  language  will 
disappear 

New  BASICS  are  likely  to  appear  which  will  take  advan- 
tage of  extra  memory  and  aU  sorts  of  easily-used  new  com- 
mands will  be  added.  The  original  structure  of  the 
language,  however,  probably  will  remain  the  same. 


MEMORY  LIMITATIONS 

And  what  about  assembly  language?  We  think  memory- 
efficient  AL  will  be  as  necessary  and  popular  on  the  STs 
as  on  the  earlier  Ataris.  Unlimited  memory  is  not  really 
available.  The  68000  microprocessor  may  be  capable  of 
addressing  16  mega-bytes  of  memory,  but,  of  the  two  an- 
nounced ST  models,  the  130ST  (S399)  will  contain  only 
128K  of  RAM  and  the  top-line  520ST  ($599)  will  have 
512K. 

On  the  IBM  PC  the  highly  touted  Symphony,  written 
in  a  high-level  language,  requires  340K  just  for  starters. 
Framework,  also  written  in  a  high-level  language,  will 
operate  (barely)  in  256K  on  the  IBM  PC—  but  its  tutorial 
disk  will  not! 

Atari  says  the  new  STs  have  non- expandable  memory. 
We  suspect  it  won't  be  long  before  some  imaginative  third- 
party  manufacturer  figures  out  a  way  to  plug  more 
memory  into  the  "non-expandable"  STs.  But  meanwhile 
if  a  software  developer  wants  to  market  a  program  that 
will  run  on  both  ST  models,  assembly  language  may  be 
the  only  viable  solution. 

HACKER'S  PLEASURE 

A  consideration  not  taken  into  account  in  all  this  is  the 
pure  satisfaction  that  assembly  language  programmers  get 
from  programming  at  the  nitty  gritty  level.  We're  no  longer 
talking  about  the  practical,  economic  business  approach, 
but  the  home  hacker  who  wants  to  roll  up  his  sleeves  and 
get  to  know  every  board,  chip  and  register  in  that  machine. 
He  does  not  want  to  be  limited  by  someone  else's  idea 
of  what  the  processor  can  do.  If  he  wants  a  high-level 
language,  he  writes  a  high-level  language. 

For  those  6502  hackers,  we  offer  the  following  preview 
to  whet  your  ST  appetite.  And  this  is  simply  an  hors 
d'oeuvre.  Further  details  and  definitions  must  be  saved 
for  later  articles.  If  you  can't  wait,  we  recommend  you 
pick  up  the  previously  mentioned  68000  Assembly 
Language  Programming,  or  The  68000:  Principles 
and  Programming,  by  Leo  J.  Scanlon,  Howard  W.  Sams 
&  Co.,  Inc. 

continued  on  next  page        „- 


^^1 


68000  OVERVIEW 

There  are  two  operating  modes  in  the  68000:  User  and 
Supervisor.  Certain  instructions  in  supervisor  mode  are 
not  available  in  user  mode.  The  supervisor  mode  is  a  pro- 
tection against  operator  misuse,  in  sophisticated,  multi- 
tasking systems.  It  should  be  interesting  to  see  what  Atari 
does  with  the  supervisor  mode. 

Other  niceties  include  built-in  debugging  aids,  traps 
against  illegal  addressing  and  illegal  instructions,  a  one- 
step  trace  mode,  and  seven  levels  of  vectored  interrupts. 
Most  of  these  are  only  available  from  the  supervisory 
mode. 

DATA  TYPES 

Although  the  68000  has  a  l6-bit  data  bus,  meaning  that 
2  bytes  of  information  can  be  accessed  in  one  machine 
cycle,  internally  it  can  operate  on  five  different  types  of 
data:  bits,  4-bit  binary  coded  decimal  (BCD),  8-bit  bytes 
(B),  l6-bit  words  (W),  and  32-bit  long  words  (L).  Because 
of  this,  byte  data  may  be  addressed  at  even  or  odd  ad- 
dresses, but  words  and  long  words  must  be  addressed  at 
even  addresses.  For  example,  three  bytes  in  a  row  could 
fall  at  addresses  S0004,  $0005  and  $0006,  three  words 
at  S0004,  S0006,  $0008,  and  three  long  words  at  $0004, 
S0008,  $000C. 

The  68000  has  56  instructions  and  14  addressing 
modes.  This  is  very  similar  to  the  6502.  But  there  are  17 
general-purpose  32-bit  registers.  Eight  are  considered  data 
registers,  seven  are  address  registers,  one  is  the  stack 
pointer  and  the  last  is  the  program  counter. 

THE  REGISTERS 

All  of  the  data  registers  are  general  purpose  and  can  be 
used  as  index  registers  or  counters.  They  can  handle  bytes, 
words,  and  long  words.  The  address  registers  are  primarily 
designed  to  hold  addresses,  but  can  be  used  as  index 
registers.  Unlike  the  data  registers,  they  cannot  handle  8-bit 
bytes. 

The  stack  pointer  can  also  be  used  as  a  general  purpose 
address  register.  It  is  actually  two  registers  and  will  con- 
tain different  data  depending  upon  whether  you  are  in 
supervisor  or  user  operating  mode. 

The  last  32-bit  register  is  the  program  counter  and, 
although  it  is  a  32-bit  register,  only  23  of  the  bits  are  used. 
Since  instructions  consist  of  words  instead  of  bytes,  the 
counter  can  access  a  range  of  8M  words,  or  16,777,216 
bytes.  6502  programmers  will  feel  like  a  gnat  in  the 
Houston  Astrodome. 

STATUS  REGISTER 

The  last  register  in  the  68000  is  the  l6-bit  status  register, 
which  is  divided  into  two  8-bit  bytes.  The  lower  8  bits 
are  for  the  user  mode  and  the  upper  8  for  the  supervisor 
Not  all  available  bits  are  used.  The  user  flag  bits  are: 


BIT 

2 
3 

4 

5-7 


SYMBOL 

Z 

N 

X 

(Unused) 


CONDITION 

Zero 

Negative 

Extend 


BIT 

SYMBOL 

CONDITION 

0 

C 

Carry 

1 

V 

Overflow 

Supervisor  status  flag  bits  8  through  9  are  used  in  various 
combinations  to  signal  interrupt  priority  for  the  seven 
levels  of  interrupt.  The  13th  bit  switches  the  modes  be- 
tween supervisor  and  user,  and  the  15th  bit  places  the 
68000  in  trace  mode.  Bits  11,12  and  14  are  unused. 

ADDRESSING  MODES 

As  stated  above,  there  are  fourteen  addressing  modes: 

1.  Data  register  direct 

2.  Address  register  direct 

3.  Register  indirect 

4.  Register  indirect  with  post-increment 

5.  Register  indirect  with  pre-decrement 

6.  Register  indirect  with  displacement 

7.  Register  indirect  with  index 

8.  Absolute  short 

9.  Absolute  long 

10.  PC  relative  with  displacement 

11.  PC  relative  with  index 

12.  Immediate 

13-  Quick  Immediate 
14.   Implied  register 

Given  the  number  of  registers  and  data  types,  the  flex- 
ibility of  register  use,  and  the  amount  of  indirection  in- 
dicated in  the  address  modes,  there  is  incredible  power 
available  in  the  68000. 

MC68000  INSTRUCTIONS 

Table  7  is  a  chart  of  the  68000  instruction  set  mnemonics 
with  brief  definitions. 

Some  instructions  will  be  familiar  to  6502  programmers, 
but  many  will  be  completely  alien.  There  are  no  LDAs  or 
STAs  for  example,  because  the  68000  is  not  accumulator 
bound.  There  is  the  remarkable  MOVE  which  will  move 
anything  from  anywhere  to  anywhere  else. 

Programming  syntax  for  the  68000  on  currently  avail- 
able assemblers  is  identical  to  popular  6502  assemblers, 
in  that  each  line  consists  of: 

Line  number    (Label)    Mnemonic    (Operand)   (Comment) 

The  mnemonic  field,  however,  may  contain  a  three,  four 
or  five  letter  mnemonic,  and  instructions  can  occupy  from 
one  to  five  words  in  memory. 


30 


ANTIC,  The  Atari  Resource 


O  BRAVE  NEW  WORLD 

We  hope  this  article  has  generated  more  questions  than 
answers.  Atari  owners  have  been  waiting  a  long  time  for 
The  New  Machine.  It's  here  at  last.  I,  for  one,  can't  wait 
to  get  my  hands  on  it. 


68000  Assembly  Language  Programmins 

by  Kane,  Hawkins  &  Leventhal 

Osborne/McGraw-Hill 

2600  Tenth  Street 

Berkeley,  CA  94710 

(415)548-2805 

$18.95 

The  68000:  Principles  and  Programming 

by  Leo  J.  Scanlon 
Howard  W.  Sams  &  Co. 
4300  West  62nd  Street 
Indianapolis,  IN  46268 
(317)298-5400 
$15.95 


Table  1 

Instruction  Mnemonics 

Mnemonic  Description 

ABCD  Add  Decimal  with  Extend 

ADD  Add 

AND  Logical  AND 

ASL  Arithmetic  Shift  Left 

ASR  Arithmetic  Shift  Right 

Bcc  Branch  Conditionally 

BCHG  Bit  Test  and  Change 

BCLR  Bit  Test  and  Clear 

BRA  Branch  Always 

BSET  Bit  Test  and  Set 

BSR  Branch  to  Subroutine 

BTST  Bit  Test 

CHK  Check  Register  Against  Bounds 

CLR  Clear  Operand 

CMP  Compare 

DBcc  Test  Cond,  Decrement  and  Branch 

DIVS  Signed  Divide 

DIVU  Unsigned  Divide 

EOR  Exclusive  OR 

EXG  Exchange  Registers 

EXT  Sign  Extend 

JMP  Jump 

JSR  Jump  to  Subroutine 

LEA  Load  Effective  Address 

LINK  Link  Stack 

LSL  Logical  Shift  Left 

LSR  Logical  Shift  Right 

MOVE  Move 

MOVEM  Move  Multiple  Registers 

MOVER  Move  Peripheral  Data 

MULS  Signed  Multiply 


MULU 

NBCD 

NEG 

NOP 

NOT 

OR 

PEA 

RESET 

ROL 

ROR 

ROXL 

ROXR 

RTE 

RTR 

RTS 

SBCD 

Sec 

STOP 

SUB 

SWAP 

TAS 

TRAP 

TRAPV 

TST 

UNLK 


Unsigned  Multiply 

Negate  Decimal  with  Extend 

Negate 

No  Operation 

One's  Complement 

Logical  OR 

Push  Effective  Address 

Reset  External  Devices 

Rotate  Left  without  Extend 

Rotate  Right  without  Extend 

Rotate  Left  with  Extend 

Rotate  Right  with  Extend 

Return  from  Exception 

Return  and  Restore 

Return  from  Subroutine 

Subtract  Decimal  with  Extend 

Set  Conditional 

Stop 

Subtract 

Swap  Data  Register  Halves 

Test  and  Set  Operand 

Trap 

Trap  on  Overflow 

Test 

Unlink 


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•  Get  Wombat  Tracl<er's  License. 

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May  1985 


31 


MANIPULATING 
STRINGS    ,  J 


More  power  and 
speed  from  BASIC 


'*'C3, 


by  BRIAN  WEISS 


C»* 


«7 


I.earn  how  to  nianil}tilate  the 
Variahh'  Ncinie  'liihle  and  Van'dljle 
Value  Table  in  }X)ur  BASIC  programs. 
Professional pn)grammers  use  these 
powerftil  techniques  to  add  speed 
and  i:ariety  to  their  code.  The  BASIC 
listings  work  with  all  Atari  com- 
puters of  any  memory  size. 

If  you  program  in  BASIC,  you've 
almost  certainly  used  string  vari- 
ables to  store  and  manipulate 
character  strings.  In  this  article, 
we'll  see  how  Atari  BASIC  handles 
string  variables.  Then  we'll  show  you 
how  to  use  this  information  to 
harness  the  impressive  power  and 
speed  of  string  manipulation  in  Atari 
BASIC. 

These  techniques  come  in  handy 


whenever  you  have  to  move  or 
modify  a  large  area  of  memory.  Some 
possible  applications  are:  redefining 
character  sets,  changing  display  lists, 
manipulating  machine  language  pro- 
grams from  BASIC,  moving  players  in 
Player/Missile  graphics,  and  changing 
screen  memory  for  animation  or  page 
flipping. 

VAmABLE  TABLES 

Atari  BASIC  uses  two  tables  to  keep 
track  of  the  variables  in  your  program: 
the  Variable  Name  Table  and  the 
Variable  Value  Table. 

The  Variable  Name  Table  holds  the 
names  of  all  the  variables  used  in  your 
program.  It  also  tells  the  computer  if 
a  variable  contains  a  string,  a  number, 
or  a  numeric  array. 

The  Variable  Value  Table  records 


the    size    and 
contents  of  each 
variable. 

Whenever  you  use 
a  new  variable,  wheth- 
er it's  in  a  program  or 
a  direct  command,  the 
computer  updates  both 
tables.  Moreover,  when  you 
SAVE  a  program  to  disk  or 
cassette,  the  tables  are  saved 
as  well.  Both  tables  will  remain 
in  memory  until  you  LOAD  an- 
other program,  issue  a  NEW  com 
mand,  or  turn  off  the  computer. 

FINDING  TABLES 

The  location  of  these  tables  in  C 
memory  depends  upon  the  length  of  | 
your  program.  To  find  them,  we  g 
check  the  contents  of  four  special  3 


32 


ANTIC,  The  Atari  Resource 


memory  locations  which  point  to  the 

start  of  the  tables.  These  are: 

VNTP  =  PEEK  (130)  +  PEEK  (131)  * 

256 

WTP  =  PEEK(134)  +  PEEK  (135)  * 

256 

VNTP  is  the  starting  address  of  the 
Variable  Name  Table  and  VVTP  is  the 
starting  address  of  the  Variable  Value 
Table, 

The  Variable  Name  Table  stores  the 
names  of  all  variables  in  the  order 
they  appear  in  your  program  listing. 
It  also  stores  the  type  of  each  variable 
(string,  numeric,  or  numeric  array). 

Listing  1  displays  the  contents  of 
the  Variable  Name  Table  in  a  readable 
format.  The  subroutine  in  lines  1000 
through  2005  can  be  appended  to  any 
BASIC  program  for  a  listing  of  the 
variables  used.  Type  in  Listing  1, 
check  it  with  TYPO  II  and  SAVE  a 
copy. 

INTERPRETING  TABLES 

The  Variable  Value  Table  tells  the  com- 
puter where  to  find  the  contents  of 
each  variable.  It  also  contains  the  size 
of  each  variable.  It  uses  eight  bytes  per 
variable  to  store  this  information. 
We'll  refer  to  these  bytes  as  byte  one, 
byte  two,  etc. 

Byte  one  determines  whether  the 
variable  represents  a  string  or  a 
number  (A  129  in  this  location  would 
denote  a  string  variable.) 

Byte  two  is  a  reference  number  (0 
through  127)  assigned  to  that  variable. 
This  is  the  number  which  the  com- 
puter uses  to  identify  each  variable. 

Byte  three  and  byte  four  tell  the 
computer  where  it  can  find  the  con- 
tents of  the  variable. 

Byte  five  and  byte  six  contain  the 
length  of  the  variable,  and  byte  seven 
and  byte  eight  contain  the  maximum 
size  of  the  variable.  In  the  case  of 
string  variables,  this  value  is  equal  to 
its  dimensioned  length.  For  example, 
consider  the  BASIC  line: 

10  DIM  AJ!(12):AS  = ' ABC" 

In  this  case,  AS  is  three  characters 
long,  but  its  maximum  size  is  12. 

Interpreting  bytes  three  through 
eight  requires  an  understanding  of 
how  the  computer  stores  numbers  in 
memory  locations.  A  single  memory 


location  can  only  store  numbers  be- 
tween 0  and  255.  The  computer 
breaks  up  larger  numbers  into  two 
parts  and  uses  two  memory  locations 
to  store  them. 

The  first  location  contains  the 
number  of  256's  in  the  number  Pro- 
grammers refer  to  this  as  the  "high 
byte"  of  a  number.  The  second  loca- 
tion, the  "low  byte,"  contains  the  rest 
of  the  number 

To  calculate  the  size  of  a  string 
variable,  we  multiply  byte  five  by  256 
and  add  byte  six.  We  used  the  same 
method  to  calculate  the  starting  ad- 
dresses of  the  Variable  Name  Table 
(VNTP)  and  the  Variable  Value  Table 
(WTP)  at  the  beginning  of  this  article. 

Finding  the  location  of  a  variable 
in  memory  is  slightly  more  compli- 
cated. Strings  and  arrays  are  stored  in 
the  String  and  Array  Table.  Byte  three 
and  byte  four  contain  a  pointer,  or 
"offset  value"  used  to  locate  a  variable 
in  this  table. 

First,  multiply  byte  three  by  256, 
and  add  byte  four  to  determine  this 
offset  value.  Now,  add  this  to  the  start- 
ing address  of  the  String  and  Array 
Table.  This  address  can  be  found  with 
the  equation :STARP=  PEEK  (140)  + 
PEEK  (141)  *  256.  The  final  value  is 
the  actual  address  of  the  string.  You 
could  also  find  this  address  with 
BASIC'S  ADR  function. 

The  location  of  the  String  and  Array 
Table  varies  with  the  size  of  your 
BASIC  program.  For  this  reason, 
references  to  this  table  should  only  be 
done  under  program  control,  not 
through  direct  commands. 

Listing  2  will  display  the  values  of 
byte  one  through  byte  eight  for  each 
string  variable  in  the  Variable  Value 
Table. 

Listing  3  takes  the  same  informa- 
tion and  interprets  it  for  you,  printing 
the  actual  size  and  location  of  each 
string  variable  in  the  program.  Both 
of  these  listings  should  be  checked 
with  TYPO  II  and  SAVEd  before  you 
RUN  them, 

LOCATING  VARIABLES 

Searching  through  the  variable  tables 
for  information  about  a  particular 
variable  is  a  complicated,  error-prone, 
and  often  unnecessary  procedure.  We 


can  easily  design  and  build  our  own 
variable  tables,  if  we  follow  one 
simple  rule:  The  order  of  variables  in 
the  tables  must  be  the  same  as  the 
physical  order  of  the  variables  in  your 
program.  Consider  the  following 
program: 

10  DIM  A$(3):A$  =  "ABC" 

20  GOSUB900 

30  DIMBS(3):B$  =  "DEF" 

40  END 

900  DIMC$(3):CS  =  "GHI" 

910  RETURN 

In  this  program,  AS  will  be  the  first 
variable  in  the  variable  tables  because 
it's  the  first  variable  in  the  program. 
BS  will  be  the  second,  and  CS  will  be 
the  third.  (Note  that  the  computer 
builds  the  variable  tables  according  to 
the  physical  order  of  variables  in  your 
program,  NOT  the  logical  order) 

If  you  want  to  manipulate  a  variable 
through  the  variable  tables,  it's  wise 
to  declare  that  variable  in  the  first  line 
of  your  program.  This  places  it  at  the 
top  of  your  variable  tables. 

Remember  to  type  NEW  before 
typing  in  your  program  to  assure  that 
no  information  is  left  in  the  tables 
from  earlier  programs  or  direct 
commands. 

If  you  forgot  to  do  this,  you  can 
LIST  the  programs  to  disk  or  cassette, 
type  NEW,  and  ENTER  the  program 
again.  Do  not  use  SAVE  and  LOAD 
since  these  commands  save  the 
variable  tables  along  with  the 
program. 

CHANGING  VARIABLES 

Both  variable  tables  are  in  RAM  which 
means  that  their  contents  can  be 
changed  using  BASIC'S  POKE 
statement. 

For  example,  suppose  we  wanted 
to  change  the  name  of  the  first 
variable  used  in  Listing  1  from  AS  to 
BS .  Since  AS  is  the  first  variable  used, 
it  will  be  at  the  beginning  of  the  table 
and  its  name  will  be  in  location  VNTP. 
LOAD  in  Listing  1  and  then  type: 

POKE  VNTP,  ASC  ("B") 

Now  LIST  the  program.  All  refer- 
ences to  AS  are  now  BS. 

continued  on  next  page 


May  1985 


33 


VALUE  TABLE  CHANGES 

More  powerful  effects  can  be  achieved 
b)'  changing  the  Value  Table.  By 
changing  a  string  variable's  entry  in 
tliis  table,  we  can  position  it  anywhere 
in  memory.  We  can  also  change  its 
size. 

If  we  place  our  string  variable  in  a 
region  of  memory  used  for  other  pur- 
poses, we  can  use  it  to  change  those 
memory'  locations.  For  eximple,  if  we 
relocate  a  string  variable  to  an  area 
reserved  for  Player/Missile  graphics, 
we  can  control  the  players  with 
several  well-placed  POKEs  to  the 
variable  tables. 

To  do  this,  of  course,  you'd  need  a 
working  knowledge  of  Player/Mis- 
sile graphics,  and  that's  beyond  the 
scope  of  this  article.  Instead,  we'll 
relocate  a  string  variable  to  screen 
memory.  In  this  way,  we'll  change 
what's  on  the  screen  by  changing  the 
appropriate  entries  in  the  Variable 
Value  Table. 

Recall  that  the  Variable  Value  Table 
contains  information  about  the  loca- 
tion of  string  variables.  This  informa- 
tion is  kept  in  bytes  three  and  four  in 
the  table.  In  Listing  3,  AS  is  the  first 
variable  dimensioned.  Since  its  byte 
one  value  is  in  memory  location 
■WTP,  its  byte  three  value  can  be 
found  by  PEEKing  (WTP  +  2),  and 
its  byte  four  value  is  in  (WTP  -i-  3). 

SLIDING  STRINGS 

Let's  move  A I  to  screen  memory.  The 
address  of  the  beginning  of  screen 
memory  is  calculated  in  line  100  of 
listing  3,  and  stored  in  the  variable 
SCRN. 

Next,  we  use  SCRN  to  calculate  AS's 
new  byte  three  and  byte  four  values 
for  the  Variable  Value  table.  Use  the 
following  formulas: 

Offset  =  (new  location)- 
(PEEK(140)-PEEK  (141)  *256) 

Byte  four  =  INT  (Offset/256) 


Byte  three 
Bvte  four 


=  Offset- 
256 


Lines  150-170  perform  these 
calculations.  These  new  values  are 
POKEd  into  the  Variable  Value  table 


in  line  200.  These  POKEs  slide  the 
contents  of  the  string  variable  into 
screen  memory. 

Lines  250-290  change  the  vari- 
able's size  by  altering  the  values  for 
bytes  five  and  six  in  the  Variable 
Value  Table.  We  can  calculate  the 
new  values  with  these  formulas: 

Byte  sbc  =  INT  (size/256) 

Byte  five  =  size-byte  six  *  256 

In  this  example,  we  use  a  size  of  400 
bytes.  This  allows  us  to  control  the  top 
ten  lines  of  the  Graphics  0  display 
screen. 

MODIFYING  MEMORY 

Once  relocated,  a  string  variable  can 
be  used  to  modify  the  area  of  memory 
it  occupies.  Manipulating  the  string 
contents  alters  the  contents  of  the 
memory  locations.  An  example  is  the 
line: 

A$  =  'ABCD  " 

This  will  put  a  65  in  memory  loca- 
tion SCRN,  66  in  SCRN  +  1,  67  in 
SCRN -H  2,  and  so  on.  Since  we  are 
dealing  directly  with  the  screen,  we 
must  use  internal  character  codes 
rather  than  ATASCIl.  In  line  400  of 
Listing  3,  AS  is  completely  filled  with 
CHR$(0),  the  ATASCIl  "heart" 
character  This  puts  a  0  in  the  first  400 
locations  of  the  screen  memory  area, 
and  10  blank  lines  are  on  the  screen. 

Line  420  puts  the  word  "HELLO" 
on  the  second  line  of  the  screen  by 
placing  the  characters  "(%,,/"  into 
AS,  and  then  sliding  AS  to  screen 
memory.  In  this  example,  when  a  40 
(ATASCIl  code  for  a  left  parenthesis) 
is  POKEd  into  screen  memory,  the  let- 
ter "H  "  appears  on  the  screen. 

The  speed  you  can  achieve  with 
this  "string  sliding"  is  rivaled  only  by 
machine  language.  Imagine  the 
graphics  effects  possible! 

FOUR  STEPS 

Four  basic  steps  are  needed  for  posi- 
tioning string  variables  in  memory: 

1.  Dimension  the  variable  in  the 
beginning  of  your  program. 


2.  Calculate  WTP,  the  starting  ad- 
dress of  the  Variable  Value  Table,  from 
locations  134  and  135- 

3.  Select  a  new  memory  location  for 
your  string  variable,  break  the  address 
into  low  and  high  bytes,  and  POKE 
these  new  values  into  the  Variable 
Value  table  at  byte  three  and  byte  four. 

4 .  Calculate  the  new  size  of  the  string 
variable  and  place  these  values  into 
byte  five  and  byte  six.  Byte  seven  will 
contain  the  new  value  you  need  for 
byte  five,  and  byte  eight  will  contain 
the  value  you  need  for  byte  six. 

Once  the  string  variable  is  posi- 
tioned, characters  in  the  string  will 
correspond  to  numbers  in  the 
memory  locations.  This  method  can 
be  used  to  place  numbers  in  memory 
by  placing  characters  in  the  string. 
You  can  also  to  read  numbers  from 
memory  by  reading  the  string. 

A  string  can  even  be  positioned  in 
the  area  of  memory  where  a  program 
is  stored — resulting  in  a  program  that 
can  write  other  programs!  As  you 
learn  more  advanced  programming 
techniques,  you'll  discover  many 
more  uses  for  relocating  string 
variables. 


Brian  Weiss  is  a  computer  science 
majorat  the  University  of  Maryland 
and  has  been  programming  ivith  the 
Atari  for  four  years. 

Listins  on  page  66.  uJ 


34 


ANTIC,  The  Atari  Resource 


by  FRANK  WALTERS 

This  utility  /)reseiits  you  with  ii 
menu  of  your  BASIC,  l^ro'fiiYims.  One- 
touch  com>uaiuis/>cnuit  Rl.  Suing  of 
SAVEd  programs  or  HX'/'IiRiug  of 
LISTeii programs.  \\  orl.'.s  on  all  Atari 
computers  uilh  2  JK  tuenioiy  BASIC, 
and  a  disk  drive. 


hen  you're  wallowing 
in  dozens  of  floppy 
'  disks,  it's  comforting  to 
to  immediately  determine 
what  programs  lie  on  each  disk  and 
run  them,  without  switching  between 
BASIC  and  a  DOS  menu. 

What  you  need  is  a  menu  program. 
What?",  you  say,  "Another  menu  pro- 
gram?" 

Ah — hut  Lazy  Loader  is  different.  It 
allows  you  to  enter  LISTed  BASIC  pro- 
grams, reads  up  to  four  disk  drives, 
and  displays  up  to  51  files  with 
horizontal  scrolling. 

USING  THE  PROGRAM 

Type  in  Listing  1  and  check  it  with 
TYPO  II.  SAVE  it  to  a  disk  under  the 
file  name  LAZYLOAD.BAS. 

You  can  RUN  the  program  right 
nt)w  and  see  all  the  BASIC  files  on 
yoLir  disk.  Or,  \'ou  can  have  the  menu 
automatically  boot  with  the  disk  by 
including  an  AUTORUN.SYS  file.  (See 
accompanying  article  for  more  infor- 
mation about  AUTORUN.SYS  files. 

May  1985 


Extra-convenient 


menu  prosram 


The  file  names  will  appear  in  a  col- 
umn in  center  screen.  If  you  have 
more  than  17  files,  the  column  will 
scroll  to  the  left  one  line  at  a  time  as 
a  second  column  appears. 

Because  Lazy  Loader  is  designed  to 
handle  BASIC  programs,  it  will  not 
display  files  with  the  extenders  .SYS, 
.OBJ,  .EXE,  or  .DAT. 

Each  file  name  is  displayed  with  a 
letter,  from  capital  A  to  Z,  then  lower 
case  a  to  z. 

To  run  a  program,  strike  the  cor- 
responding letter.  When  choosing  a 
file  with  a  lower  case  letter,  be  sure 
that  you  are  in  lower  case  mode.  This 
status  will  be  displayed  in  the  upper 
left  corner. 

If  you  want  to  see  the  file  names  of 
a  different  drive,  choose  the  ap- 
propriate dri\'e  number  (1-4). 

ENTER  OR  RUN 

In  addition  to  RUNning  tokenized  or 
SAVEd  programs.  Lazy  Ix)ader  EN- 
TERS untokenized,  LISTed  files.  Again, 
just  press  the  key  corresponding  to 
the  program  you  want.  You  don't 
need  to  press  [RETURN]. 

If  an  error  should  occur,  its  number 
appears  in  the  upper  right  corner. 
Press  [RETLIRN]  and  the  program  will 
continue. 

To  read  a  new  disk  in  the  same 
drive,  swap  disks  and  press  [RE- 
TURN]. To  run  DOS  from  drive  1, 


press  [CTRL  D]. 

Frank  Walters,  a  retired  Air  Force 
fighter  pilot,  is  a  one-and-a-half  year 
veteran  of  the  Atari  computer.  He  has 
also  been  a  practicing  amateur  mag- 
ician for  J  5  years.        ^istins  on  page  68. 

ALL  ABOUT  AUTORUN.SYS 

There's  not  much  point  to  using  a 
menu  program  like  Lazy  Ix)ader 
wilhoul  an  /\rTORl\.,S>S  file— 
which  will  AUTOmaiicalh  Kl'X 
another  j^rognim  wiicn  s(jiir.\iari  is 
turned  on.  Here  are  ilic  details  of 
how  it  \vt)rks  and  iiow  lo  make  one 
for  Lazy  lx)ader. 

When  y(ju  lurn  on  \our  com- 
puter, it  aiilomaticalK  goes  through 
an  initialization  process  called 
"co!dst:u"t".  This  is  a  byte-b\ -Inte 
checking  procedure  thai  sets  \  arious 
statuses  and  values  in  the  com- 
puter's central  processor  and  other 
chips. 

This  overall  j-jrocess.  called  "hoot- 
ing" or  "hooting  up'    u)ur  com 
puier,  checks  how    mucli   i{A\i   is 
available,  what  peripherals  are  at- 
tached and  turned  (mi,  and  so  on. 

If  a  disk  dri\'e  is  on  when  you 
]50wer  up,  the  con)putc;r  boots 
whatever  disk  is  in  the  dri\e.  If  that 
disk  cont;iins  the  .-Vtari  Disk  Operat- 
ing System  (DOS),  it  will  he  booted 
conunued  on  next  page 


35 


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Letter  Perfect  (D).  .  . 

$49 

SPINNAKER 

Beach  Head  (D) $21 

Bruce  Lee  (T/D) $21 

LEARNING  COfVIPANY 

Adventure  Creator  (R)$19  | 

Raid  over  Moscow  (D)$25 

Conan(T/D) $23 

BumbleGames(D)  . 

$25 

Aerobics  (D) 

.$25 

ACTIVISION 

Dallas  Quest  (D)   .  .  .  .$21 

Moptown  Hotel  (D)  . 

$25 

All  in  Color  Caves  (R)  $19| 

Beamrider(R)   %^A 

DigDuglT/D) $19 

Moptown  ParadelD) 

$25 

Alphabet  Zoo  (R)  .  .  . 

$19 

Decalhalon(R) $19 

Heathclilf(T/D) $19 

Word  Spinner (D).  .  . 

$23 

Delta  Drawing  (R)  ,  . 

$19 

Designer's  Pencil  (R)  $19 

Letter/Spell  Wizard  (D)$47 

MICROPROSE 

Pacemaker  (R)  .  .  .  . 

$19 

Dreadnauglit(R)  .  .  -  .$13 

Lost  Tomb  (T/D) $19 

Air  Rescue  1  (D)  .  .  .  . 

$21 

Fraction  Fever  (R)  . 

$19 

Ghostbusters(D),  . .  .$21 

Micropainter{D)  .  .  .  .Call 

F-15StrikeEagle(D) 

$23 

Hey  Diddle  (D) 

$17 

H.6.R.O.  (R) $17 

PacMan(T/D)   $19 

Hellcat  Ace(D)  .... 

.$19 

Kids  on  Keys(R)  . 

$19 

Keystone  Kapers{R)  .$12 

Pole  Position  (T/D)  .  .$19 

Mig  Alley  Ace  (D).  .  . 

$21 

Kindercomp(R)  .... 

$19 

Paslfinder(R)    $17 

Sands  of  Egypt  (D)   .  .$17 

Nato  Commander  (D)  $23 

Snooper  Troop  1  or2(D)$23  | 

Pitfall  11  (R) $19 

Zaxxon(D) $17 

Solo  Flight  (D) 

$23 

Story  Machine  (R)  .  . 

$191 

River  Raid  (R) $12 

DESIGNWARE 

Spitfire  Ace  (D)   ... 

$19 

Trains  ID) 

$23 

Space  Shuttle(R)   .  .  .$19 

Creature  Creator  (D)  .$19 

lUIUSE 

SUBLOGIC 

ARTWORX 

Math  Maze  (D) $25 

Beyond  Castle 

Flight  Simulator  II  (D)$33  | 

Bridge  4.0  (TorD)  .  .  .  .$16 

Spelicopter(D)   $25 

Wolfenstein(D)  .  . 

$23 

Jet(D) 

Call 

Ghostchasers(D)  .  .  .$16 

Trapezoid  (D) $25 

Castle  Wolfenslein(D)$19 

Night  Mission 

Monkeymath(TorD)  .$18 

EPYX 

OSS 

Pinball(D)   

$21 

Monkeynews{D)     .  ,   $18 

Dragonriders  Pern(D)$25 

Action  (R) 

$57 

SYNAPSE 

SlapStiotHocl<ey(D)$16 

Fun  w/Arl(R) $25 

ActionTool  Kit  (D).  . 

$25 

Alley  Cat  (TorD)  .... 

$17 

Strip  Poker(D) $21 

Gateway  Apshai(R)    .$26 

BasicXL(R) 

$57 

Blue  Max  (TorD).  .  ,  . 

$21 

BATTERIES  INCLUDED 

Jumpman  Jr  (R) $23 

Basic  XL  Tool  Kit  |D) 

$25 

Dimension  X  (TorD) 

$21 

B-Graph|D) $49 

Pitstop(R) $23 

DOS  XLw/Bug65(D 

$25 

Encounter  (TorD).  .  . 

$17 

Home  Pals(D) $33 

Pitstop  II  (D) $25 

MAC  65  (R)    

$57 

Fl.  Apocalypse(TorD)$21  | 

Paperclip  (D) $59 

Puzzle  Panic  (D) $23 

MAC  55  Tool  Kit(D). 

$25 

Necromancer  (TorD) 

.$21 

BIG  FIVE 

Summer  Games  (D) .  .$25 

Writer's  Tool  (R)  .  .  . 

Call 

Pharoah's  Curse 

Bounty  Bob's  Adv.(R)Call 

Temple  Apshai(D).  .  .$23 

OMNITREND 

(TorD) 

$21 

Miner 2049er(R)    .  . . .$16 

FIRST  STAR 

Universe  (D)    

Call 

Shamus  11  (TorD)  .  . 

$21 

BOOKS 

Astro  Chase  (D) $16 

ORIGIN 

Syn-Calc(D) 

$35 

Atari  User's 

Boulder  Dash(D) .  .  .  .$17 

Ultimalll(D) 

$39 

Syn-Chron(D)   

$25 

Encyclopedia   .    .    $13 

Bristles(D)                     $12 

RESTON 

Syn-Comm  (D) 

$25 

ABC's  of  Alan 

FlipFlop(D) $12 

Movie  Maker  (D)   .  , 

$35 

Syn-Flle(D)  

$35 

Computers   $11 

Spy  vsSpy  (D) $19 

SSI 

Syn-Slock(D) 

$35 

Atari  Soflwiiare  Guide  .$9 

FISHER  PRICE 

Battle  for 

Syn-Trend(D) 

$25 

BRODERBUND 

Dance  Fantasy (R). . .$17 

Normandy  (D)     .  . 

$25 

TIMEVl/ORKS 

Arcade  Macfiine(D)  .$39 

Linking  Logic(R) .  .  .  .$17 

BombAlley(D)       .  . 

$39 

Evelyn  Wood 

Bank  St.  Writer  (D)   .  .$43 

Logic  Levels(R) $17 

Breakthrough  in 

Header (D) 

Call 

Ctioplifler(D) $21 

Memory  Manor  (R)       $17 

Ardennes (D) .    . 

$39 

TRONIX 

Drol(D) $21 

FUTUREHOUSE 

Broadsides  (D| 

,$25 

Ghalterbee(D) 

$23 

Gumball(D) $19 

CPA(D) $47 

Carrier  Force  (D)  .  .  . 

$39 

Pokersam(D) 

$16 

Loderunner(D)   $21 

Light  Pen  w/Peripheral 

Combat  Leader  (D)  . 

$25 

S.A.M  (D) 

$39 

Mask  of  Sun  (D) $25 

Vision  (D) $39 

Computer  Ambush(D)$39 

ACCESSORIES 

Matchboxes  (D) $19 

GAIVIESTAR 

Computer  Baseball(D)  $25 

Ape  Face  Printer 

Operation 

Star  Bowl  Football 

Cosmic  Balance  (D) 

$25 

Interface     

$49 

Whirlwind  (D) $25 

(TorD) $21 

Cosmic  Balance  11(D) $25 

Astra  2001  Dual 

Print  Shop  (D)  $29 

Star  League  Baseball 

Eagles(D) 

$25 

Drive 

Call 

Print  Shop  Paper 

(TorD) $21 

Epidemic(D) 

.$23 

BASFSS,  DD    ...,$14Bx  1 

Refill Call 

HBJ 

Fifty  Mission  Crush|D)$25 

BASFDS,  DD   .  .  .  .$19Bx   | 

Serpent's  Star  (D)  .  .   $25 

Computer  SAT  (D)  .  .  .$49 

Field  of  Fire(D|  .... 

$25 

CompuServe  Starter 

Spare  Change  (D)  . .  .$19 

INFOCOM 

Fortress  (D) 

$23 

Kit  (5  hrs) 

$23 

Spelunker(D) $19 

CutThroats(D)   $23 

Galactic 

Disk  Case  (Holds  50) 

.    $9 

Stealth(D) $19 

Deadline(D) $29 

Adventures  (D)    , 

.$39 

DiskCase(Holds  100)  $19  | 

Whistler's  Brother  (D)$19 

Enchanter  (D)   $23 

Imperum  Galactum(D)  $25 

Disk  Drive  Cleaner  . 

$9 

CBS 

Hitchhikers  Guide  to 

Knights  of  Desert  (D)  $25 

Full  Stroke  Replacement  | 

Battling  Bands  (R).  .  .$19 

the  Galaxy  (D)  . . .  .$23 

Objective  Kursk(D) 

$25 

Keyboard  lor 

Big  Bird's  Spc.  Del.(R)$17 

Infidel  (D) $26 

Questron(D)   

$33 

Alan  400 

$49 

Co-Co  Notes  (R)  .  .  .    $19 

Pianetfall(D) $23 

Rails  West  |D)  ... 

$25 

IndusGT  Disk  Drive 

Call 

Ernie's  Magic 

Seastalker  (D $23 

Reforger '88(D)       . 

$39 

MPPIOOO  Microbils 

Shapes(R) $17 

Sorcerer  (D) $26 

Tigers  in  Snow  (D)  . 

$25 

Modem  

Call 

Match  Wits(D) $19 

Suspect  ID) $26 

War  In  Russia(D). 

$53 

MPP1150  Microbils 

Math  Mileage  (R) . . .  .$19 

Suspended  (D) $29 

SCARBOROUGH 

Printer  Interface  . 

$59 

Math  Series   Call 

Witness  (D) $23 

Mastertype(D)-  .  .  . 

$21 

Microbils  64K  for 

Musical  Madness  (R)  $19 

Zorkl(D) $23 

Net  Worth  (D) 

$49 

600X1    

$89 

Peanut  Butter 

Zorkllorlll(D) $26 

Songwriler(D)  .... 

$25 

Mosaic  32.  48,  B4K  . 

Call 

Panic  (R) $19 

KOALA 

SIERRA  ON  LINE 

Panasonic  KXP1090 

Call 

Sesame  St.  Letter  Go 

Coloring  Series  1(D)    $21 

BC  Quest  (D) 

$21 

Rana  1000  Disk 

Round  (R| $23 

Coloring  Series  ll|D).$21 

Dark  Crystal  (D)  .  .  . 

$25 

Drive 

$199 

Light  Pen  wlPainter(D)$65 
Muppet  Learning 

$19 

Webster  Word 

Homeword  (D)  .  .    . 

$43 

Monitor 

$225 

Game(R)  $19 

Keys   Call 

Mission  Asteroid  (D 

$16 

Surge  Protector  w/S 

IX 

CONTINENTAL 

Spider  Eater  (D) $19 

Oil's  Well(D) 

$19 

Outlets 

$35 

Book  ot  Adv.  Games  .$16 

Tablet  w/Painter(D)     $59 

Ultima  1(D) 

$23 

Wico  Boss 

$12 

Get  Rich  Series   .  .  .    Call 

Tablet  w/Painler(R)   .$75 

Ultimall(D) 

$39 

Wico  Bat  Handle  . . . 

$19 

Home  Accountant  (D}$44 

LJK 

Wizard  &  Princess(D)$19 

Wico  Three  Way  .    . 

$23 

Tax  Advantage (D) .  .  .$44 

Data  Perfect  (D) $49 

WizType(D) 

$23 

Wico  Trackball   .... 

$29 

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_J 

into  the  Atari's  memory  from  drive 
1. 

As  pan  of  its  regular  procedures, 
the  DOS  prognini  looks  for  a  binary 
file  named  Al'IOlUN-SYS.  If 
.'VUrORl'N.SYS  is  present,  it  is 
loaded  into  memory  and  RUN. 
Otherwise,  DOS  coiuinues  with 
other  operations  such  as  running 
the  DUP.SYS  file. 

CREATING  AUTORUN 

The  AUTORl'N.SYS  file  must  be  a 
machine  language  program,  but  we 
can  use  a  BASK '.  program  which  will 
create  an  AIJTCMU  N-S^  S  file.  In  this 
issue's  Listing  Section  and  on  the 
monthly  Antic  Disk.  \ou '11  find  such 
a  program,  calletl  .\RSMAKER.BAS, 
(for  ALCrORUN.SYS  MAKER),  We 
found  ARSMAKER.BAS  in  David 
Mentley's  invaluable  ABCs  of  Atari 
Computers  (available  from  the 
Antic  ("atalog)  and  it  is  reprinted  by 
permission  of  the  publisher, 
Datamost. 

'I)|)c  in  Listing  2.  clieck  it  with 
lYPO  I(  and  SAM-:  a  copy 

ARSMAKE.R.BAS  creates  an 
AirrORUN.SYS  file  that  automati- 
cally runs  any  program  of  your 
choice.  When  you  RUN  ARSMAKER 
.BAS,  the  program  will  ask  you  to 
"Enter  filename  to  auto  run."  At  the 
?  prompt,  type  the  file  name,  in  this 
ca.sc  the  name  you've  given  Ltzy 
Loailer.  followed  by  a  [RETURN]. 
(Dont  t)pe  device  code  1):).  \bu'll 
need  to  do  this  only  the  lirst  time 
you  RUN  ARSMAKER.BAS  on  a 
given  disk. 

You  now  have  a  disk  with  DOS 
2. OS,  Lazy  Loader,  and  a  file  named 
AUTORUN.SYS.  When  you  boot  this 
disk,  the  Atari  automatically  loads 
the  I")()S  program,  which  automati- 
cally loacU  the  .U'TORUN.SYS  file, 
which  automaticaUy  runs  Lazy 
I^)ader. 

If  u)u  have  an  Antic  Public 
Domain  Disk  or  a  monthly  Antic 
Disk,  here's  a  shortcut.  Use  DOS  to 
change  the  name  Laz>'  Loader  or  ;uiy 
other  fUe  to  MENTJ.  You  can  use  the 
AUTORUN.SYS  program  that's  in- 
cluded on  each  disk,  since  it  will  run 
any  program  named  .Ml'.NU.  — M.C. 
Listing  on  page  69.     f^ 


36 


ANTIC,  The  Atari  Resource 


Turbo  chame  your  Atari 
with  an  Indus  GT.™ 


Introfluc  in,^  the  all-new  Indus  GT™  disk 

drive.  The  most  advanced,  most  complete,  most 

handsom(>  disk  drive  in  the  world. 


A  tlickot'its' 
into  a  Ferr.iri. 


Power"  switch  can  turn  vour  Atari 


Looks  like  a  Ferrari. 

The  Indus  ( iT  is  only  2.65"  high.  Rut  under  its 
front-loading  front  end  is  slimline  engineering 
with  a  distinc  tive  European-Ciran  flair 

ToLK  h  its  I  FD-lit  CommanflPost™  function  (  on- 
trol  A(  (  uTouc  h'"^  buttons.  Marvel  at  how  respon- 
sive it  m,ik(>s  (^'erv  Atari  home  c  ()m|:)uter 


Drives  like  a  Rolls. 

Nestled  into  its  soundproofed  chassis  is  the 
quietest  And  most  powerful  disk  drive  [lower  sys- 
tem money  cm  buy  At  top  speed,  it's  virtually 
unbearable.  Whisper  quiet. 

Flat  oLit,  the  C~iT  will  drive  your  Atari  trac  k-to- 
track  0-  ]9  in  less  than  one  second.  And  when 
you  shift  into  SynchroMesh  DataTransfer,'"  you'll 
increase  your  Atari's  baud  rate  an  incrt^lible 
40()7c.  (Faster  than  any  other  Atari  system  drive.) 

And,  included  as  standard  (>c|ui|3ment,  eae  h 
c  omes  with  the  exclusive 
CiT  DrivingSyst(>m™of 


sofKvare  programs.  World-class  word  processing 
is  a  bree/e  with  the  GT  Estate  WordProcessor.™ 
And  vour  deal(>r  will  describe  the  two  additional 
|)rograms  that  .illow  C^T  owners  to  accelerate  their 
computer  dri\'ing  skills. 

Also,  the  IikIlis  CjT  is  c ove^cYl  with  the  CjT 
PortaCase.""'  A  stylish  case  th,it  convenientlv  dou- 
bles as  a  80-disk  storage  tile. 

Parks  like  a  Beetle. 

The  CjT's  small,  sleek,  condensed  sizc>  makes  it 
easy  to  p.irk. 

So  see  Ami  test  drive  the  inc  rc>dible  new 
Indus  GT  at  your  nearest 
computer  dealer  soon. 

The  drive  will  be 
well  worth  it. 


INDUS 


The  all-new  Indus  GT  Disk  Drive. 

The  niosl  .idwiin  cf/,  f;ui,s(  h,}n(hnmc  di'^k  drive  in  the  world. 


r  ,l(l<litiiHl.)!  mtorni.K 
I'lHi  Inline  Sxvl,.rii. 


'II    I  'ill  H  1»  HKJ 
HIM  111 •(■1111);  -V. 


(  li.ilsunrlh   (   A'll  ni    lhrlniliiv(  ,1   i^  ,i  |>ri,(lui  I  iil  In 


•il  li.iil.'in.irknl  At.iri,  Inc 


MOVE 
MIXEH 


by  KARL  E.  WEIGERS 


Multiple  graphics 
modes  on  one  screen 


Mode  Mixer  rs  a  utility  program  for  easily  creating 
custom  display  screens  that  use  multiple  graphics  modes, 
ami  then  saving  thcnt  to  disk  foi  lat-'r  use  in  )  our  own 
[jro^rufns  Writ  Icti  in  BASIC,  M'  r  ret/ in  res  a  disk 

drive  and  will  run  on  all  Ala  -lens  with  32K, 

depending  on  screen  /ise. 


DISPLAY  LIST 

The  Atari's  video  display  is  created  by  a  special 
microprocessor  chip  called  ANTIC.  (Yes,  as  in  the 
title  of  your  favorite  magazine.)  ANTIC  can  present 
information  in  14  different  graphics  modes,  six  for 
text  and  eight  for  plotted  graphics. 

Only  nine  of  these  modes  are  available  directly  from 
BASIC  on  the  old  Atari  400  and  800  computers,  but  13 
of  them  can  be  accessed  in  BASIC  with  the  XL  models. 
The  graphics  modes  differ  in  their  horizontal  and  vertical 
resolution,  number  of  colors  shown,  and  amount  of 
memory  consumed  {Table  1). 


The  program  which  tells  ANTIC  what  kind  of  display 
to  show  is  called  a  "display  list".  A  nice  introduction  to 
display  lists  and  mixed-mode  principles  is  found  in 
"Display  Lists  Simplified"  (Antic,  Feb/Mar  1983).  "Unlock- 
ing the  56  Graphics  Modes"  (Antic,  Sept.  1984)  illustrates 
all  these  modes  and  provides  more  information  about  the 
Atari's  video  display. 

A  BASIC  graphics  call  will  only  give  you  a  screen  of  one 
mode  (with  the  exception  of  windows).  To  construct  a 
mixed-mode  display,  you  must  create  a  display  list  to  tell 
ANTIC  how  many  "mode  lines  "  of  each  desired  graphics 
mode  to  show.  The  resulting  screen  is  made  up  of  several 
horizontal  bands  or  segments,  one  band  for  each  block 
of  lines  in  a  particular  graphics  mode. 

The  display  list  also  contains  some  other  information, 
and  a  few  tricks  have  to  be  played  to  print  or  plot  cor- 
rectly in  the  different  segments.  For  each  graphics  mode, 
one  mode  line  consists  of  a  specific  number  of  horizon- 
tal TV  "scan  lines",  ranging  from  1  for  ANTIC  mode  15 
(GRAPHICS  8)  to  16  for  ANTIC  mode  7  (GRAPHICS  2). 
A  complete  screen  must  contain  192  scan  lines.  Keep  these 
numbers  in  mind  as  you  use  Mode  Mixer. 


38 


ANTIC,  The  Atari  Resource 


USING  MODE  MIXER 

Type  in  Listing  1,  check  it  with  TYPO  II,  and  SAVE  a  couple 
of  backup  copies.  RUNning  the  program  shows  you  a 
menu.  Just  press  a  number  key  to  choose  a  menu  selec- 
tion; it  is  not  necessary  to  press  [RETURN]: 

1.  Create  a  New  Display:  Begin  with  this  option.  "Vbu 
will  see  a  screen  which  prompts  you  to  enter  the  ANTIC 
graphics  mode  (2-15)  for  the  first  segment.  Then  you  can 
specify  the  number  of  mode  lines  for  that  segment.  Con- 
tinue this  process  for  all  the  segments  in  your  display.  The 
table  at  the  top  of  the  screen  keeps  a  running  description 
of  your  display  as  you  compose  it.  Keep  an  eye  on  the 
number  of  scan  lines  remaining,  which  goes  down  each 
time  you  describe  a  new  segment.  The  goal  is  for  this 
number  to  be  zero  when  your  display  is  complete. 

You  can  enter  up  to  16  segments  per  display,  combin- 
ing the  available  graphics  modes  any  way  you  like.  When 
prompted  for  a  graphics  mode,  enter  the  ANTIC  mode 
number  from  Table  1,  not  the  usual  BASIC  graphics  mode 
number  To  cancel  an  entry,  enter  zero  for  the  number 
of  mode  lines.  When  you  have  completed  the  descrip- 
tion of  your  display,  and  wish  to  return  to  the  menu,  enter 
zero  for  the  next  mode  number. 

Notice  that  selecting  option  1  at  the  menu  erases  forever 
any  display  already  in  memory. 

2.  Change  the  Current  Display:  Use  this  option  to 
modify  the  display  currently  in  memory,  whether  you  just 
created  it  or  loaded  it  from  the  disk.  You  will  be  prompted 
for  the  segment  number  to  modify,  and  then  for  the  new 
graphics  mode  and  number  of  lines. 

If  the  number  of  scan  lines  remaining  is  greater  than 
zero  and  the  number  of  segments  in  the  display  is  less 
than  16,  then  you  can  add  new  segments  to  the  bottom 
of  the  display.  When  prompted  for  the  segment  number, 
just  enter  the  number  one  greater  than  the  last  segment 
number  already  in  the  display.  Also,  you  can  erase  a  seg- 
ment by  setting  the  number  of  mode  lines  for  that  segment 
to  zero. 

When  you  have  finished  editing  the  display,  enter  zero 
for  the  segment  number  to  change.  You  will  return  to  the 
menu. 

3.  See  the  Current  Display:  This  function  actually 
generates  the  display  list  from  your  description  of  the 
mixed-mode  screen.  The  TV  screen  will  be  black  briefly 
while  the  calculations  are  done,  and  you  will  hear  a  tune 
reminiscent  of  Woody  Woodpecker  when  the  computer 
is  done.  At  that  point,  you  will  see  the  mixed-mode  display. 
Admittedly,  it  isn't  very  interesting:  just  bands  of  blue  (for 
ANTIC  modes  2,  3,  and  15)  and  black  (for  all  other  modes). 
In  fact,  you  may  not  see  anything  at  all.  Rest  assured  that 
all  is  well,  however.  After  you  hear  the  tune,  press  any 
key  to  return  to  the  menu. 

4.  Save  Current  Display  on  Disk:  This  part  of  Mode 
Mixer  writes  a  program  for  you  and  stores  it  on  the  disk. 


First  you  will  be  asked  to  supply  a  file  name.  Use  any  legal 
Atari  disk  file  name,  without  extender  Unless  otherwise 
specified.  Mode  Mixer  assumes  you  mean  disk  drive  one, 
and  it  assigns  an  extension  of  ".DSP"  to  the  file  name  you 
give.  If  you  try  to  save  the  display  before  you  viewed  it 
with  menu  option  3,  you  will  go  through  step  3  anyway. 
The  resultant  file  will  be  a  BASIC  program,  stored  in 
LISTed  form.  We  will  talk  later  about  how  to  use  this 
program. 

5.  Load  a  Display  from  Disk:  Here  you  can  retrieve 
a  display  from  the  disk  for  further  editing.  MODE  MIXER 
shows  you  a  list  of  all  the  files  with  extension  ".DSP"  and 
you  type  the  name  of  the  file  you  wish  to  load.  Enter  a 
zero  if  you  decide  not  to  load  anything  after  all. 

It  takes  several  seconds  for  the  program  to  read  the  file 
and  reconstruct  the  display  description.  When  this  pro- 
cess is  complete,  you  will  be  at  the  "Change  the  Current 
Display"  screen.  Notice  that  using  option  5  replaces  any 
existing  display  in  memory  with  the  one  you  load  from 
the  disk. 

6.  Done  With  This  Program:  Choose  option  6  to 
leave  Mode  Mixer  and  return  to  BASIC. 

STORED  DISPLAYS 

To  use  a  stored  display,  type  NEW  to  clear  out  any  pro- 
gram already  in  the  computer's  memory,  then  type  ENTER 
"D:filename.DSP".  You  can  now  RUN  this  program  to 
recreate  the  display  as  you  described  it  to  MODE  MIXER. 
This  program  consists  of  several  parts: 

1.  Line  10,  which  calls  a  subroutine  at  line  30000. 

2.  Several  statements  which  set  up  the  various 
segments  in  your  display.  Each  begins  with  a  POKE  87,n 
command,  where  n  is  a  BASIC  graphics  mode  number. 

3.  An  END  statement  at  line  29999. 

4.  A  block  of  statements  beginning  at  line  30000  which 
set  up  the  display  list  needed  by  your  mixed-mode  screen. 

5.  A  subroutine  beginning  at  line  31000  which  con- 
trols memory  allocation  for  each  display  segment. 

The  point  of  all  this  work  so  far  is  to  help  you  get  some 
fancy  displays  on  the  screen.  You  accomplish  this  by  think- 
ing of  each  segment  as  a  separate  little  screen.  Following 
each  of  the  POKE  87,  n  statements  you  can  insert  any  ap- 
propriate text  or  graphics  display  commands.  For  text 
modes  (ANTIC  2-5)  use  POSITION  and  PRINT  *6; 
statements. 

In  the  graphics  segments  (ANTIC  6-15),  use  PLOT  and 
DRAWTO  commands.  The  upper  left  corner  of  each 
screen  segment  is  location  0,0.  Be  sure  not  to  plot  or  print 
outside  the  allowable  horizontal  and  vertical  boundaries 

continued  on  next  page 


May  1985 


39 


of  a  segment,  based  on  the  number  of  mode  lines  you 
have  in  each  segment. 

You  can  easily  combine  a  program  written  by  Mode 
Mixer  with  any  other  BASIC  program.  Use  the  ENTER 
command  to  retrieve  the  display  program  file  from  disk 
and  merge  it  with  another  program  already  in  memory. 
Remember  that  line  numbers  from  an  ENTERed  file  replace 
any  statements  with  the  same  line  numbers  in  the  existing 
program  when  you  do  a  merge  operation. 

AH  EXAMPLE 

Listing  2  is  a  sample  program  written  by  Mode  Mixer.  The 
display  specified  has  six  segments:  4  lines  of  ANTIC  mode 
6;  4  lines  of  ANTIC  2;  20  lines  of  ANTIC  I4;  4  lines  of 
ANTIC  5;  20  lines  of  ANTIC  15;  and  6  lines  of  ANTIC  10. 
Type  in  Listing  2  and  LIST  it  to  disk.  Next,  type  in  listing 
3  and  SAVE  it.  With  listing  3  in  memory,  ENTER  Listing 
2  to  merge  the  two  programs,  then  RUN  it  to  see  a  nice 
demonstration  of  the  kind  of  complex  displays  you  can 
produce  using  Mode  Mixer  and  a  bit  of  your  own  creativi- 
ty NOTE:  Press  [SYSTEM  RESET]  after  running  any  pro- 
gram created  using  Mode  Mixer. 

OTHER  TIPS 

You  can  change  the  color  registers  as  usual  in  a  program 
with  a  mixed-mode  display.  (Atari  Color  Graphics  or 
Atari  Graphics  and  Arcade  Game  Design,  available 
from  the  Antic  Catalog,  fully  describe  what  the  different 
color  registers  do  in  each  BASIC  graphics  mode.)  Using 
display  list  interrupts  (see  "More  Interrupting"  in  Antic, 
Dec.  1983)  to  get  different  colors  in  different  segments 
will  help  create  truly  dazzling  displays. 

To  get  a  uniform  background  color  for  displays  in  which 
ANTIC  modes  2,  3,  or  15  are  mixed  with  the  other  modes, 
use  a  SETCOLOR  2,H,L  statement,  where  H  and  L  are  the 
hue  and  luminance  of  the  desired  background  color  (0,0 
is  the  default).  Unfortunately,  this  also  makes  any  graphics 
which  use  a  COLOR  3  statement  invisible. 

I  haven't  forgotten  about  the  three  GTIA  graphics 
modes,  BASIC  modes  9,  10,  and  11.  These  all  use  the  same 
display  list  as  ANTIC  15,  so  just  create  a  segment  with 
mode  15  with  Mode  Mixer.  Then  change  the  POKE  87,8 
statement  for  that  segment  to  a  POKE  87,9  (or  10  or  II, 
depending  on  the  (iTIA  mode  you  want).  You  will  need 
to  use  display  list  interrupts  to  alter  the  GTIA  location  at 
SDOIB  for  only  the  appropriate  segments. 

The  XL  computers  ha\'e  a  BASIC  mode  number  for  all 
ANTIC  modes  except  3-  Programs  written  with  Mode 
Mixer  will  work  fine  on  the  XL  computers.  However,  you 
ma)'  wish  to  change  the  "n"  in  the  POKE  87,  n  statements 
for  segments  of  ANTIC  4,  5,  12,  and  14  to  the  appropriate 
BASIC  mode  from  Table  1. 

Line  15  of  Listing  3  (POKE  752,1)  prevents  stray  cur- 
sors from  appearing  when  printing  in  text  segments  of 
a  mixed  mode  display. 


Table  1 


Atari  Graphics  Modes 


NTIC 

BASIC 

Scan  Lines/ 

Mode  Lines/ 

Mode  Line 

Screen 

2 

0 

8 

24 

3 

NONE 

10 

about  19 

4 

12  (XL) 

8 

24 

5 

13  (XL) 

16 

12 

6 

1 

8 

24 

7 

2 

16 

12 

8 

3 

8 

24 

9 

4 

4 

48 

10 

5 

4 

48 

11 

6 

2 

96 

12 

14  (XL) 

1 

192 

13 

7 

2 

96 

14 

15  (XL) 

1 

192 

15 

8 

1 

192 

Table  2 

Variables  Used  in  Mode  Mixer 

INC  —  increment  counter  fornumber  of  bytes  per 

segment 
MODE       —  ANTIC  mode  for  each  segment 
LINES        —  number  of  mode  lines  for  each  segment 
SLPER       —  number  of  scan  lines  per  mode  line  in  each 

ANTIC  mode 
BRER         —  number  of  bytes  per  mode  line  in  each 

ANTIC  mode 
BAS  —  BASIC  graphics  mode  number  to  use  for 

each  ANTIC  mode 
B$  —  general  use  string  variable 

A$  —  general  use  string  variable 

FNAME$  —  filename  for  loading  or  storing  display 
BL$  —  string  of  blank  characters 

OFF  —  value  to  disable  a  TRAP  statement 

NO  —  line  number  of  subroutine  to  make  error 

sound 
MEMORY  —  line  number  of  a  subroutine  to  set  screen 

memory  locations  for  a  segment 
LOGS        —  line  number  of  a  subroutine  to  calculate 

location  of  screen  memory  and  display  list 
SPACE       —  line  number  of  a  subroutine  to  wait  for 

space  bar  to  be  pressed 
DL  —  starting  location  of  display  list 

MEM         —  starting  location  for  screen  memory 
LMEM       —  lov>/  byte  of  starting  location  of  screen 

memory 
HMEM      —  high  byte  of  starting  location  of  screen 

memory 


40 


ANTIC,  The  Atari  Resource 


BYTE 

CH 

NSEG 

GRA 

NUM 

LEFT 

A 

CT 

OSMODE 

MAX 


FOURK 

y,  l,J 

LN 


number  of  bytes  of  screen  memory  in  a 

segment 

general  input  variable 

number  of  segments  in  a  display 

ANTIC  mode  of  current  segment 

number  of  mode  lines  in  a  current  segment 

number  of  scan  lines  left  in  this  display 

general  input  variable 

counter  for  number  of  bytes  in  display  list 

mode  number  of  a  segment  as  read  from 

disk 

BASIC  graphics  mode  number  of  segment 

in  the  display  with  the  greatest  screen 

memory  requirement 

next  4K  boundary  after  beginning  of 

screen  memory 

variables  for  loops,  offsets,  temporary 

calculations 

line  number  of  statement  in  file  being 

saved  to  disk 


5999-6050       see  the  current  display  routine  starts 

here 
6100-6140       figure  out  maximum  memory  require- 
ments mode 
6145-6290       create  display  list  in  page  6 
6320-6360       show   display,    play   tune,   wait   for 

keypress 
6370-6380       branch  based  on  whether  user  wants  to 

store  display 
6999-7000       save  display  on  disk  routine  starts  here 
7010-7080       get  filename  and  open  file 
7100-7420       write   statements   to   file   which   will 

recreate  display 
7500-7520       error  handling  for  bad  file  open 


Karl  Wiegers  is  a  frequent  contributor  to  the  pages  of 
Antic.  His  most  recent  work  was  "Touch  Tablet  Cursor" 
seen  in  our  January  1985  issue 

Listing  on  page  63.  ul3 


Table  3 

Mode  Mixer  Program  Take-Apart 

Line  Numbers  Function 

1-99  initialize  variables  and  arrays 

100-230  menu 

500-520  subroutine  to  make  error  sound 

550-560  subroutine  to  set  new  screen  memory 

locations 
600-61 0  subroutine  to  calculate  screen  memory 

locations 
625-635  subroutine  to  pause  until  space  bar  is 

pressed 
900-970  subroutine  to  set  up  display  create/ 

change  screen 
999-1070         create  a  new  display;  define  mode  for 

a  segment 
1080-1100       define  number  of  mode  lines  for  a 

segment 
1110-1140       calculate  number  of  scan  lines  left, 

update  table 
1999-2005       change  current  display  routine  starts 

here 
2010-2040       show  current  display  description 
2050-2165       input  segment  number  to  change  and 

make  changes 
2170-2190       update  table  describing  display 
2999-3080       load  display  from  disk;  show  displays  on 

disk 
3090-3170       get  file  to  load,  open  file 
3180-3290       figure  out  no.  of  segments  &  display  list 

bytes 
3300-3400      figure  out  no.  of  mode  lines  per  segment 


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by  DR.  JOHN  C.  FERGUSON 

"The  Atari  is  just  a  game  machine." 
Do  those  words  set  your  blood  aboil? 
Well,  the  staff  at  Antic  is  tired  of 
them  too,  and  spends  a  good  portion 
of  its  time  diligently  combing  the  in- 
coming submissions  for  practical 
applications  programs.  We  receive  a 
lot  of  disk  directory  programs,  recipe 
file  storers,  mini  word-processors, 
and  other  rehashed  versions  of  old 
ideas.  But  now  ive'd  like  to  award  Lh: 
John  C.  Ferguson  the  Honorary 
Antic  Unprecedented  Application 
Program  of  the  Year  Award  for  his 
fine  Beer  Party  Atari.  A  program 
whose  time  has  come.  —ANTIC  ED 

My  wife  and  I  decided  to 
have  a  party  one  even- 
ing for  a  fairly  large 
\  number  of  workplace 
acquaintances.  The  trouble  with  such 
social  gatherings  is  that  "shop  talk" 
tends  to  predominate  and  guests  don't 
really  get  to  relax  and  have  fun.  Our 
answer  to  this  concern  was  to  orga- 
nize the  party  around  the  distraction 
of  a  "beer  sampling"  —  to  determine 
which  brand  of  beer  is  best.  The  Atari 
provided  an  ideal  tool  to  focus  the 
group's  attention  towards  finding  an 

May  1985 


This  useful  applications  program 
will  keep  track  of  the  best  brew  in  a 
beer  tastingparty.  The  programming 
makes  good  use  of  custom  display 
lists  and  character  sets.  So  non  beer- 
drinkers  might  wish  to  type  it  in  and 
change  the  name  to  Rootbeer  Party 
Atari.  It  is  written  in  BASIC  and  will 
run  on  all  Atari  comptders  with  16K. 
A  disk  drive  is  recommended,  but  the 
article  explains  how  to  run  the  pro- 
gram without  one. 

unbiased  corporate  answer  to  this  im- 
portant question. 

We  set  up  a  table  with  five  pitchers 
containing  different  beers.  These  were 
kept  filled,  out  of  sight,  from  cans  of 
popular  brands  kept  on  ice.  Wliile  the 
guests  knew  which  brands  of  beer 
were  involved,  the  pitchers  were  on- 
ly labeled  as  "A",  'B",  "C",  "D",  or  "E". 
The  guests  thus  had  to  taste  from  each 
pitcher  and  give  the  mystery  beer  a 
rating.  They  could  jot  notes  on  a  piece 
of  paper  to  help  themselves 
remember 

After  sampling  and  rating  each  of 
the  five  beers,  they  then  typed  their 
evaluations  into  the  Atari.  The  pro- 
gram I  developed  for  this  purpose 
made  it  easy  for  even  the  most 
computer-phobic  in  the  crowd. 


SOBERING  INFLUENCE 

The  program  provided  a  prompt  for 
entering  the  rating  of  each  beer,  and 
then  a  chance  to  verify  that  all  five 
were  keyed  in  correctly.  It  then 
calculated  the  average  accumulated 
score  for  each  beer,  saved  the  data  to 
disk,  and  quickly  showed  a  graphic 
display  of  how  the  different  beer 
brands  stacked  up  in  the  opinion  of 
the  judges. 

A  lot  of  guests  were  very  surprised 
to  see  how  swiftly  the  scores  changed 
as  more  and  more  people  entered 
their  choices.  It  became  almost  like 
a  horse  race!  If  things  got  close,  the 
numerical  values  of  the  average  scores 
could  be  displayed  by  pressing  [S] 
while  the  graph  was  onscreen. 

VALUABLE  DATA 

Saving  the  data  to  disk  after  each  set 
of  entries  was  a  feature  added  to  the 
program  to  make  sure  that  an  accident 
didn't  happen  to  spoil  the  accumu- 
lated results.  It  was  fortunate  that  this 
precaution  was  included,  because  a 
power  glitch  did  occur  in  the  middle 
of  my  party  and  wipe  out  the  pro- 
gram. However,  I  was  able  to  quickly 
reload  it,  recall  the  accumulated  data, 
continued  on  next  page 

43 


and  continue  on  as  if  nothing  had 
happened. 

All  in  all,  my  beer  party  was  a 
tremendous  success.  Everybody  had 
a  good  time,  and  work  worries  were 
kept  well  out  of  mind. 

THE  PROGRAM 

Type  in  the  program,  check  it  with 
TYPO  II  and  SAVE  a  copy.  Much  of 
the  program  is  internally  documented 
with  REM  statements.  When  you  RUN 
it,  the  computer  will  first  ask  you  if 
you  want  to  add  to  a  previous  file — 
that  is,  do  you  want  to  start  with  data 
saved  from  a  previous  run  of  the  pro- 
gram. The  first  time  your  answer 
should  be  [N].  Note  that  if  this  choice 
is  taken,  any  previous  file  of  BEER- 
DATA  will  be  deleted  and  replaced 
with  a  brand  new  one.  If  you  answer 
[Y]  you  are  given  a  chance  to  insert 
the  particular  BEERDATA  file  disk  you 
want  to  add  onto  before  the  program 
continues. 

WITHOUT  DRIVES 

If  you  do  not  have  a  disk  drive,  you 
can  still  use  the  program  without  this 


feature.  You  should  type  REM  after 
line  numbers  110 -160  and  1450.  This 
will  update  your  scores  in  memory 
without  SAVEing  them.  It  also 
preserves  the  code  for  possible  future 
use  when  you  do  have  access  to  a 
drive. 

MODIFIED  CHARACTERS 
AND  DISPLAY  LIST 

Several  programing  "tricks"  were 
used  to  produce  the  varied  and  in- 
teresting screen  displays.  Eirst,  some 
characters  of  the  normal  Atari  font 
were  modified  to  produce  graphic 
representations  of  a  beer  stein  and 
pilsner  glasses.  (See  lines  10000- 
10200.) 

Next,  a  customized  Graphics  0 
screen  was  produced  by  modifying 
the  display  list  to  show  several  lines 
of  Graphics  1  and  Graphics  2  (j^ro- 
gram  lines  1030-1055).  Now,  when 
the  altered  characters,  the  normal  text, 
and  the  special  Atari  control  charac- 
ters are  all  put  together,  in  any  of  the 
the  three  sizes  provided  by  the  modi- 
fied screen,   the  result  is  a  really 


sophisticated  display.  This  was  pro- 
duced with  remarkably  little  code — 
Ah,  the  beauty  of  Atari! 

NAME  YOUR  BRAND 

When  you  use  the  program,  you  will 
want  to  select  your  own  five  brands 
of  beer  to  compare.  These  should  be 
reprogramed  into  hnes  1550-1630. 
Note  which  beer  corresponds  to  each 
code  letter— you  don't  want  to  have 
these  mismatched.  For  my  first  party 
I  invested  in  a  case  of  pilsner  glasses 
and  a  sufficient  quantity  of  five 
middle-line  popular  beers.  Next  year 
I  think  I  will  do  it  again  with  an  in- 
ternational flavor— rating  beers  from 
five  different  countries. 

Dr.  John  C.  Ferguson  is  a  Professor 
of  Biology  in  the  Department  of 
Natural  Sciences  at  Eckerd  College  in 
St.  Petersburg  Florida.  Dr  Ferguson 
has  taught  at  Eckerd  since  1963  and 
specializes  in  Marine  Biology  and 
Oceanographic  Sciences.  p« 

Listins  on  pase  62 


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44 


ANTIC,  The  Atari  Resource 


by  ANDY  BARTON 


This  enhancement  (fffhe  reniarkably 
simple  and  /Mpular  file  program 
from  the  December.  1 91^  i  Antic  pro- 
vides an  easy  way  to  save,  retrieve, 
edit  and  delete  short  notes  and  data. 
Writteti  in  BASIC]  (heall-neiv  version 
is  complete  in  this  issue  and  ivill  run 
on  any  Atari  conrputer  ivith  a  disk 
drive. 

In  the  December,  1984  Antic  we  ran 
a  program  called  "Info  Bits"  by 
Andy  Barton,  author  of  TYPO  II. 
Published  primarily  to  demonstrate 
how  much  can  be  accomplished  with 
a  small  amount  of  programming,  we 
described  Info  Bits  as  the  "Simplest 
database  ever.'".  We  received  many 
letters  from  readers  who  loved  the 
program  but  wanted  it  just  a  little 
less  simple. 

Specifically,  they  wanted  to  know 
how  to  edit  or  erase  some  of  the  many 
entries  they  were  putting  into  their 
"Info  Bits"  data  files  We  contacted 
Andy  and  received  the  following  up- 
date -ANTIC  ED 


INFOBrrS  MODIFIED 

.1  nfo  Bits  was  originally  written  as 
J  a  hasty  last  effort,  after  two 
M  rejections,  to  get  something  pub- 
IP  lished.  It  was  purposely  kept 
short,  simple  and  direct,  with  no  frills 
added.  In  this  spirit,  a  "Delete  Entry" 
routine  was  not  included.  (And,  to  be 
honest,  I  didn't  think  about  it  until 
some  time  later  when  I  found  I  had 
no  way  to  correct  a  typographical 
error  in  one  of  my  entries.) 

TYPING  THE  PROGRAMS 

Listing  1  is  the  new  Info  Bits.  (File- 
name: INFONEW.BAS.)  Those  of  you 
who  typed  in  the  original  program 
may  notice  a  few  matching  lines,  but 
there  are  many  changes  so  you  will 
probably  be  best  served  by  typing  in 
all  of  the  new  listing.  Remember  to 
check  your  typing  with  TYPO  II  and 
SAVE  a  copy  of  the  program  before 
running  it. 

continued  on  next  page 


May  1985 


45 


Listing  2  is  a  brief  program  which 
corrects  a  bug  in  the  original  Info  Bits 
program  by  modifying  its  INFOBITS. 
FIL  data  file.  If  you  have  no  Info  Bit 
files  yet,  you  can  ignore  this  listing. 
Those  who  wish  to  use  their  previous 
INFOBITS.  FIL  entries  with  the  new 
Info  Bits  must  use  this  program  to 
reconfigure  their  old  files. 

After  typing  in  Listing  2  with  a 
TYPO  II  checkup  and  SAVEing  a  copy, 
place  the  disk  with  a  copy  of  your 
INFOBITS.FIL  on  it.  RUN  listing  2  and 
it  will  remove  the  leading  10  blank 
spaces  in  front  of  each  entry  on  the 
file.  Note:  Listing  2  was  kept  pur- 
posely short  and  contains  no  error 
trapping.  Make  sure  your  disk  con- 
tains the  INFOBITS.FIL  before  you 
run  the  program. 

USING  THE  PROGRAM 

Info  Bits  is  a  mini  data  base.  You  can 
type  in  notes  and  references  and  then 
retrieve  them  by  searching  for  a  key 
word  or  phrase — which  can  be 
anything  in  your  entries. 

Before  you  can  use  Info  Bits,  you 
must  create  an  empty  file  named 
INFOBITS.FIL  on  whichever  disk  is  in 
drive  one.  To  create  the  file,  type  in 
the  following: 

OPEN  *I,8,0,"D:INFOBITS.FIL': 
CLOSE  *1  [RETURN] 

After  you've  done  this,  RUN  the 
new  INFOBITS  and  you'll  see  a  menu 
with  three  choices:  l.)ADDTOFILE, 
2.)  SEARCH  FOR  ENTRY,  and  3.) 
DELETE/(EDIT)  ENTRY. 

ADD  TO  FILE 

Press  [1]  [RETURN]  and  type  in  a 
couple  of  entries,  pressing  [RETURN] 
to  mark  the  end  of  each  entry.  You 
don't  need  any  special  characters  to 
mark  off  fields,  simply  type  in  a  space 
or  two.  Each  entry  can  be  as  long  as 
119  characters. 

When  finished  making  entries, 
press  [RETURN]  at  the  "TYPE 
ENTRY:"  prompt  and  you  will  return 
to  the  menu. 

SEARCHING  FILES 

To  search  for  datii,  type  [2]  [RETURN] 
from   the  menu  and   you  will  see 


SEARCH  FOR:.  You  may  type  in  a 
word  or  portion  of  a  word  or  a  com- 
plete sentence.  Enter  your  search 
criteria  in  capital  letters  and  Info  Bits 
will  ignore  case  distinction  in  the  data 
it  searches. 

After  entering  your  search  criteria, 
press  [RETURN]  and  Info  Bits  will 
display  on  screen  every  entry  that 
contains  an  exact  match  of  your 
criteria.  If  there  is  more  than  one 
screen,  the  program  will  pause  and 
prompt  you  to  press  any  key  for  more. 
If  you  wish  to  see  all  your  entries, 
enter  ALL  at  the  prompt. 

DELETING  AND  EDITING 

Type  [3]  [RETURN]  to  select  DELETE/ 
(EDIT)  ENTRY.  The  screen  is  cleared 
and  you  are  given  3  choices.  First  type 
[S]  [RETURN]  to  search  for  the  entry 
to  be  deleted.  Repeat  this  step  as  often 
as  necessary  until  the  entry  you  wish 
to  delete  is  the  last  one  displayed. 

Type  [D]  [RETURN]  to  delete  the 
last  entry  displayed.  The  actual  entry 
being  deleted  will  be  displayed  on  the 
screen.  If  you  are  satisfied  with  the 
deletion  simply  press  [RETURN]  to 
return  to  the  main  menu.  If  not,  press 
[Y]  [RETURN]  to  edit  it.  And  when 
you  are  ready  to  re-enter  it  again,  press 
[RETURN]. 

You  are  now  in  the  ADD  TO  FILE 
routine  of  the  main  menu  where  you 
may  continue  adding  entries  when 
asked  to  TYPE  ENTRY:.  Or  simply 
press  [RETURN]  on  the  blank  line  (an 
absolutely  necessary  step  to  properly 
close  the  disk  file)  and  return  to  the 
main  menu. 

The  only  safe  place  to  exit  Info  Bits 
(turn  off  the  computer  or  load 
another  program)  is  from  the  main 
menu.  If  you  exit  in  the  ADD  TO  FILE 
or  DELETE/EDIT  routines  the  disk  file 
will  not  be  properly  closed  and  part 
or  all  of  it  could  be  lost. 

UPPER  AND  LOWER 

Included  in  this  version  of  Info  Bits 
is  a  short  addition  to  the  machine 
language  routine  that  allows  it  to 
ignore  the  differences  between  lower 
and  upper  case  letters.  This  allows  you 
to  type  entries  in  caps  and  lower  case 


letters  for  aesthetic  or  other  reasons 
and  later  find  them  without  having  to 
remember  which  way  you  entered 
them.  However,  your  search  strings 
must  be  in  capital  letters. 

If  you  prefer  the  original  version 
which  differentiates  upper  and  lower 
case  letters,  simply  replace  the  5th 
through  10th  numbers  in  DATA  line 
2002  with  234,234,234,234,234, 
234. 

Given  the  infallibility  of  computers 
(ha,ha),  not  to  mention  that  of  the 
operator  or  programmer,  1  highly 
recommend  that  you  regularly  make 
a  backup  copy  of  your  disk  file 
(INFOBITS.FIL). 


Many  Antic  readers  owe  Andy 
Barton  a  vote  of  thanks  for  his  TYPO 
II  line-by-line  proofreading  pro- 
gram, ivhich  we've  been  using  with 
all  our  BASIC  listings  since  January. 


Listins  on  pase  67. 


□ 


46 


ANTIC,  The  Atari  Resource 


ATARI 

50FTWflf?e 

PROTECTIOM 

TecHNioues 


GEDfiGE  mDRHISDIX, 


AIWMCED 

BTRfll      . 

PfiOTECTIOH 

TCCHNIOUes 


GEORGE  (nonmaxi' 


THE  BOOK  I 


THE  BOOK  II 


BOOK  1  +  DISK:  (The  Original)  Thoroughly  explains  the  lechniques  used  by  advanced 
soflware  piralBS  and  the  copy  protection  methods  used  lo  stop  them.  II  offers  clear  and 
understandable  explanations  sophisticated  enough  for  soflware  writers  of  any  sea  e  yet 
easy  enough  for  a  beginner  just  wanting  to  learn  more  about  Atari  ■  computers.  A  MUST 
READ  FOR  ALL  ATARI'  OWNERS. 


■to^ 


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Arena  Racer  is  15  scrolling  levels  of 
fiercely  challenging  maze  action. 
Can  YOU  fly  a  speeding  Huntercraft 
through  labyrinthian  caverns  and 
avoid  getting  blasted  apart  by  all 
those  Laser  Cannons?  This  unusually 
fast  BASIC  program  works  on  all 
Atari  computers  of  any  memory  size. 

Uh-oh!  There's  an  intei^alactic  war  on 
and  you  got  shot  down  onto  a  rather 
nasty  planet.  The  local  enemy  war- 
lord gets  plenty  of  entertainment  from 
Elite  Fighter  Pilots  like  you — when 
they're  unlucky  enough  to  fall  into  his 
hands.  (Yes,  you  are  a  rocket  ace.  You 
only  lost  that  last  dogfight  because 
you  were  so  vastly  outnumbered.) 

You  arc  tossed  into  an  unarmed 
Huntercraft  and  sent  down  to  a  hor- 


B\l^RTiF  SUTHERLAND 


ror  known  as.  .  .the  Arena!  This 
Arena  is  a  vast  maze  of  caverns.  On 
each  of  the  caverns'  15  levels,  you 
must  collect  four  glowing  orbs,  which 
have  been  hidden  and  protected. 
But ...  as  you  fly  among  the  twisting 
walls  of  the  Arena,  scores  of  deadly 
laser  cannons  are  firing  at  you. 

If  you  complete  the  fifteenth  level 
you  get  to  start  over  again,  with  even 
faster  action.  Your  only  reward  is  sur- 
vival!! For  you  see,  you  are  operating 
under  a  strict  time  limit.  If  you  do  not 
complete  a  level  in  time,  your  Hunter- 
craft will  disintegrate.  HAHAHAHA!! 
(We  told  you  it  was  a  rather  nasty 
planet.) 

INSTRUCTIONS 

Type  in  Listing  1,  check  it  with  TYPO 


II  and  SAVE  a  copy  before  youRUN  it. 

When  playing,  you  start  with  four 
Huntercraft  and  win  a  bonus  ship 
after  every  five  levels  you  complete. 
Maneuver  in  any  direction  with  the 
joystick,  even  diagonally.  Pick  up  an 
orb  simply  by  moving  over  it. 

Your  joystick  trigger  is  the  Panic 
Button.  As  long  as  you  hold  it  down, 
your  Huntercraft  stays  motionless  and 
is  invulnerable  to  laser  hits.  The  good 
thing  about  the  Panic  Button  is  that 
it  never  runs  out  of  operating  energy, 
you  can  always  use  it. 

continued  on  page  51 


May  1985 


49 


MAXIMIZE  STORAGE  CAPACITY 
ON  YOUR  ATARI  1050^  DISK  DRIVE 
WITH  THE  HAPPY  1050  MAXIMIZER^' 


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SPARE  PARTS  FOR  YOUR  ATARI 


spteo 


You  can  upgrade  your  HAPPY  1050  MAXIMIZER  to 
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with  the  HAPPY  COMPUTERS  WARP  SPEED 
SOFTWARE"  package.  Makes  your  ATARI  1050  the 
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tion lets  you  upgrade  your  HAPPY  1050  MAXI- 
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Take  COMMAND  with  the 
HAPPY  1050  CONTROLLER" 

When  used  with  the  ENHANCEMENT  or  MAXI- 
MIZER allows  writing  on  the  flip  side  of  disks  without 
punching  holes.  Selects  protection  from  writing  on 
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When  used  with  the  ENHANCEMENT  allows  both 
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HAPPY  1050  MAXIMIZER  complete $1 24,95 

MAXIMIZER  to  ENHANCEMENT  UPGRADE $1  29.95 

(You  must  already  have  a  Happy  1050  Maximizer) 
HAPPY  1050  MAXIMIZER  witti  factory  installed 

MAXIMIZER  to  ENHANCEMENT  upgrade,  same  as 
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HAPPY  1050  CONTROLLER $49.95 

WARP  SPEED  HAPPY  810  ENHANCEMENT" 

for  810  disk  drive  (supports  fiigfi  speed 

single  density) $249,95 

Price  above  include  free  delivery  in  the  USA, 
California  residents  add  6.5%  sales  tax. 


*Note;  ATARI  1050  is  a  trademark  of  Atari,  inc. 


HAPPY  COMPUTERS,  INC. 

P.O.  Box  1268,  Morgan  Hill,  CA  95037 

(408)  779-3830 


New 

Spare  Parts 
For  Atari 
800/400/810 


Replacement  Printed  Circuit  Boards  (PCB)  w/parts 

800  Main $30   400  Main $20   810  side $50 

800  Power    ....  $5   400  Power    ....  $4   SlOside  w/DS...$75 
CPU    w/GTIA.$20    16K  RAM    ....$25   810  Analog  ...$20 

10K  OS   $15  810  Power  ....  $25 

Hard  to  find  Integrated  Circuits  $5.  each 

On  CPU:  GTIA,  ANTIC,  CTIA,  CPU  6502,  CPU  6511 

On  10K  OS;  Math  ROM  399B,  OS  ROMs  4998  &  599B 

On  800/400  Main:  Pokey,  6520  PIA 

ON  810  &  850:  MRU  6507,  PIA  6532,  RAM  6810,  ROM  C 

Power  Paks  800/810 $20  ea     800  XL  $30  ea 

Linnited  quantity  used  800  cases  &  cast  shields  $40  ea 


xonputervlsions  (408)  554-0666 

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Hours:  Tuesday-Friday  10am-7pm/Sat.  10am-5pm 

Ternns:  UPS  Shipments  free  within  USA  for  orders  over  $50.  Add 

$5  if  under  $50.  COD  or  prepaid.  Calif.  Res.  add  6'/2%  sales  tax. 


800  PCB  Sets 
Main,  CPU,  10K  OS, 
Power  &  RAM  $75 
Less  RAM  chips  $55 


810  PCB  Set  w/side,  OS,  Power,  Analog  $100 

810  Drive  Mectianisms  Tandon  or  MPI    $100 

Anti  Static  work  pad  18in  x  24in    $13 

Field  Service  Manuals  800/400,  800XL  or  810  $25  ea 
For  1050  or  1200XL  $20  ea  For  410  or  835  $15.  ea 
Diagnostic  Cartridges  Computer  or  Disk  $25  ea 
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Software  by  SSI,  OSS,  Synapse,  LJK,  Atari  ETC. 
Atari  800/400  Technical  Reference  Notes  $20. 
Pilot,  Basic,  Microsoft  II,  Assembler  Manuals  $5  ea 


SPARE  PARTS  FOR  YOUR  ATARI 


ti 


same  of  the  month 


ARENA  RACER 

continued  from  page  49 

The  bad  thing  about  the  Panic  But- 
ton is  that  it  makes  your  time  limit  run 
out  faster.  .  .  Is  Arena  a  hard  game  to 
play?  All  I  can  say  is  that  I  wrote  it  and 
I've  never  gotten  higher  than  12  of  the 
15  levels. 

PROGRAM  TAKE-APART 

Initial  setup  is  done  in  Lines  1000  to 
1070.  This  includes  POKEing  in  the 
machine  language  subroutine  and 
character  definition. 

The  major  action  is  found  in  lines 
10  to  70: 

10         Produces  timer  sound  and 
checks  for  OUT  OF  TIME 

15         Draws  current  screen  and 
checks  for  PANIC  BUTTON 

20        Shuts  off  timer  sound  and 
checks  JOYSTICK 

30         BOOLEAN  LOGIC  deter- 
mines joystick  dirction 

40         Checks  to  see  if  you  hit 
somethins 

50-60  If  path  is  clear,  lets  you 
move  in  that  direction 

70        Go  back  for  more 

Lines  80  to  280  check  what  char- 
acter your  ship  has  hit.  The  appropri- 
ate action  is  then  taken — pick  up  orb, 
be  destroyed  by  laser,  etc. 

CUSTOM  SCREEN  SETUP 

The  more  adventurous  of  you  can 
create  your  own  screens.  It's  not 
exactly  easy,  but  it  can  be  done  after 
some  trial  and  error. 

The  Arena  is  made  up  of  an  array 
of  70  X  70  characters.  DATA  for  the 
levels  is  contained  in  lines  6000  to 
6290. 

Every  second  line,  beginning  at 
6000,  contains  70  characters  arranged 
in  a  pattern  which  makes  up  the  walls, 
spaces  and  cannons.  Every  second 
line  beginning  at  6010  contains  DATA 
for  placing  the  four  orbs.  You  may 
manipulate  this  DATA  as  you  wish. 
The  only  restriction  is  that  first  five 
and  the  last  five  characters  in  each  of 


the  screen  DATA  statements  must  each 
be  an  'A." 

The  screen  DATA  characters 
represent: 

A  Solid  line  of  wall  characters 

B  Solid  line  of  open  spaces 

C,D,F  3  different  patterns  of  walls 

and  spaces 
E,G       2  patterns  of  walls  and 

spaces  that  also  include 

laser  cannons 

Placement  of  the  orbs  is  more  diffi- 
cult. The  four  orbs  must  not  be  in  the 
path  of  any  laser,  on  or  off  the  small 
viewscreen,  or  they  will  be  destroyed. 
To  determine  where  you  want  each 
orb,  multiply  the  vertical  coordinate 
by  70,  add  the  horizontal  coordinate, 
and  place  the  result  in  the  DATA  line 
immediately  following  the  screen 
DATA  line.  This  should  be  done  with 
each  of  the  four  orbs  for  each  screen. 

Below  is  an  example  of  a  custo- 
mized first  screen.  Line  6000  is  the 
screen  data,  and  line  6010  is  the  place- 
ment data  for  the  four  orbs. 

6000     DftTfl    flftAflflBBBBBBEB 

BBBBBBEBBBBBBBEBBBBBEBB 

BBBBBEBBBBBBBEBBBBBBBEB 

BBBBBBAftflflfl 

6O10  DATft  672,1338,2075 

,3043 

The  only  way  to  test  your  Arena 
and  make  sure  that  everything  is 
working  right  is  to  RUN  the  game.  If 
you  want  to  test  a  higher  level,  change 
L  =  0  in  line  1070.  L  is  the  current  level 
minus  one.  So  L  =  7  would  start  you 
out  at  level  8. 

Now  you  should  have  enough  to 
get  started.  Have  fun  creating  your 
own  Arenas. 

Jamie  Sutherland  is  a  high  school 
Junior  from  Bend,  Oregon.  His  first 
hands-on  computing  experience  was 
with  the  old  Sinclair  ZX-80  of 
popular  Antic  game  programmer 
J.D.  Casten.  You'll  see  Jamie's  vast 
scrolling  maze  game,  "Valiant,"  in 
Antic  soon. 
Listing  on  page  76. 


$249.95 


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□ 


May  1985 


51 


the  toolbox 


HANDY  USR 
ROUTINES 

Machine  language  power  from  BASIC 


by  ERNIE  NEGUS 


A  collection  of  short  but  powerful  USR  machine  language 
routines  that  can  he  usefully  plugged  into  your  your 
BASIC  programs  for  any  Atari  computer  Antic  Disk 
subscrihers  l-MI-li  't):(!SHR(:Al!..I.ST"  caul  follow  the 
instructions  in  the  article. 


BASIC'S  USR  command  lets  you  use  speedy,  memory- 
efficient  machine  language  subroutines  from  the  comfort 
of  BASIC.  Although  these  subroutines  are  tricky  to  type, 
they  let  your  BASIC  programs  access  a  wider  variety  of 
functions,  run  faster  and  occupy  less  memory. 

Simply  put,  machine  code  is  a  series  of  numbers  stored 
in  memory.  Each  number  stands  for  an  instruction  to  the 
computer  Once  you  have  the  address  of  this  code,  the 
USR  function  lets  you  run  it  from  BASIC. 

Machine  code  can  be  stored  in  several  ways.  Here,  the 
code  is  stored  in  character  strings.  We  can  now  use  BASIC'S 
ADR  function  to  find  the  beginning  address  of  the 
character  string,  and  put  this  value  into  our  USR  call. 

Since  the  computer  interprets  each  character  as  a 
machine  code  instruction,  a  single  mistyped  character 
could  cause  your  computer  to  lock  up  when  you  RUN 
the  program. 

You  must  type  in  each  character  string  exactly  as  it 
appears,  checking  each  line  with  TYPO  II.  Refer  to  the 
Special  Atari  Character  charts  in  the  Antic  listings  sec- 
tion if  you  need  additional  help. 

Also,  please  note  that  you  only  need  to  type  the  dot- 
matrix  listing  printouts  marked  with  TYPO  II  codes.  The 
typeset  example  lines  below  each  listing  simply  indicate 
how  these  listings  should  be  called  up  in  these  demonstra- 
tions or  in  your  own  BASIC  programs. 


All  USR  calls  have  the  general  form:  X  =  USR(z,  pi,  p2, 
p3)  where  z  is  the  decimal  address  of  the  machine 
language  routine,  and  pi,  p2  and  p3  are  input  values 
(parameters)  which  the  machine  language  routine  will  use. 
While  some  USR  calls  do  not  need  parameters,  others  de- 
mand several.  Any  parameters  you  use  must  be  numbers 
between  0  and  65,535. 

Here  are  some  short  USR  routines  which  use  machine 
language  to  manipulate  bits,  perform  multiple  PEEKs  and 
POKES,  evaluate  Boolean  expressions,  and  even  play 
music. 

Let's  examine  our  USR  routines  and  see  how  they  work: 

15  ANS  =  USR(BBYT,pl,p2,p3,p4,p5,p6,p7,p8) 

This  routine  converts  binary  numbers  to  decimal.  In 
our  example,  the  rtiysterious-looking  character  string  is 
the  machine  language  subroutine.  The  ADR  function 
determines  the  decimal  address  of  the  subroutine.  This 
address  is  stored  in  the  variable  BBYT  Our  final  result  will 
be  stored  in  ANS. 

We'll  use  this  routine  to  convert  00001111  to  decimal: 

First,  type  in  the  machine  language  string  as  shown 
in  line  10. 


52 


ANTIC,  The  Atari  Resource 


the  toolbox 


Now,  type: 

15  ANS  =  USR(BBYT,0,0,0,0,1,1,1,1) 
17  PRINT  ANS 

When  you  RUN  this  demonstration,  ANS  will  be  equal 
to  15,  the  decimal  equivalent  of  00001111. 

USR  routines  which  do  not  return  values  to  your  BASIC 
program,  such  as  MPOK,  must  also  be  equated  to  a  BASIC 
variable.  Programmers  often  call  these  "dummy"  variables 
because  they  aren't  used  in  any  calculations,  but  are  re- 
quired by  BASIC  syntax  rules. 

RB   28   DPEK=flDR  c"hhnihnGsi«Enaaiosiri*") 

25  ANS  =  USR(DPEK,<address>) 

This  routine  performs  a  double  PEEK  at  any  given 
decimal  address.  Its  BASIC  equivalent  is: 

ANS  =  PEEK  (<address>)  +  PEEK  (<address+l>)  *  256 

Please  note  that  items  within  angle  brackets,  such  as 
<address>,  tell  yOu  what  type  of  data  the  USR  routine  re- 
quires. If  you  wanted  to  perform  a  double  PEEK  at  address 
1536,  for  example,  you  would  type: 

25  ANS  =  USR(DPEK,1536) 


UE    38    MPOK=ftDH  fhShTK 


♦hhlBGHEH*"3 


35  DUMMY=USR(MPOK,<address>,<bytel>, 
<byte2> .  .  . ) 

MPOK  will  POKE  any  number  of  bytes  into  successive 
memory  locations,  beginning  at  the  specified  decimal 
address. 


GU    48     DPOK=ftDR  t"h52JhnDhauB»h7l'Jhr 

45  DUMMY=  USR(DPOK,<address>,<wordl>, 
<word2>.  .  .) 

DPOK  works  just  like  MPOK,  except  DPOK  will  POKE 
any  number  of  words  into  successive  memory  locations. 

DG    58    HI  =  ADR("hh|!Sihin»:tI]*"J 

55  ANS  =  USR(HI,<word>) 

HI  returns  the  high  byte  of  any  word.   Its  BASIC 
equivalent  is:ANS  =  INT(WORD/256) 


RN     68     LOU=ADRC"hhh:ii]v;iI]*"] 

65  ANS  =  USR(LOW,<word>) 

LOW  returns  the  low  byte  of  any  word.  Its  BASIC 
equivalent  is: 

ANS=WORD-INT(WORD/256)*256 

nn    78   BAND=flDRC"hSEErKnrii^^lIEIO'»^EEnn]E*"i 

75  ANS  =  USR(BAND,pl,p2,p3.  .  .) 

BAND  performs  a  logical  'AND"  on  the  bits  of  any 
number  of  parameters.  BAND  can  be  used  to  separate 
missiles  and  test  the  direction  bits  of  the  joystick  ports. 

FU    88     BOR  =  flDRC"hS£|wn[£I!]h-.[rEI!]h-.Eea!I^*-''] 

85  ANS  =  USR(BOR,pl,p2,p3.  .  .) 

BOR  performs  a  logical  "OR"  on  the  bits  of  any  number 
of  parameters.  BOR  can  be  used  to  set  bits  and  alter  display 
list  options. 


10     98     BKOR  =  ADRt"h3]*:C£IBhE[in!]hEfeiXIIS*"l 

95  ANS  =  USR(BXOR,pl,p2,p3.  .  .) 

BXOR  performs  a  logical  "Exclusive  OR"  on  the  bits 
of  any  number  of  parameters.  The  routine  can  be  used 
to  control  blinking  characters  and  flashing  colors. 

LO     188     BROT=nDRC"hhnS^h;OQ'*?IID-n2hh[9Hann5^ 

105  ANS  =  USR(BROT,<address>,<direction>,<carry>) 

BROT  will  rotate  the  bits  of  a  byte  in  RAM.  In  line  75, 
<address>  is  the  decimal  address  of  this  byte,  <direction>, 
is  the  direction  of  rotation  (use  0  for  right  rotation,  1  for 
left  rotation),  and  <carry>  initializes  the  carry  bit.  ANS 
will  contain  the  carry  condition  after  the  rotation. 

BROT  can  be  used  to  rotate  characters  and  players,  and 
convert  decimal  numbers  to  binary  numbers. 


LJ     IIB     RORB  =  flDR  ftuW^ri  tS''^Sl!UintlXVWili'-^S^ 

f^l^Emei:rmiJiiB«:aie»«i^^:i!*TMii^iiJi«"i 


continued  on  next  page 


May  1985 


53 


introduces 


THE 

OPPORTUNITY 

DISK 


We're  pretty  sure  you'll  like  it. 

For  two  ninety-five  (plus  a  buck  for  postage)  you  get  to  see  the 
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Atari,  and  watch  the  show.  Sound  okay  so  far?  Now  get  this. 

If  you  don't  dig  the  opportunity,  erase  the  disk  and  use  it. 
You  have  a  sample  of  SENECOM'S  Double-sided,  Double- 
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If  you  don't  dig  the  disk,  send  it  right  back.  Your  two  ninety- 
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So  how  can  you  not  like  it?  For  Pete's  sake,  get  your  order 
in  the  mail  today! 
Send  $2.95  plus  $1.00  postage  and  handling  to: 

Dept.  35 
13  White  St. 
Seneca  Falls,  NY  13148 
NYS  residents  add  7%  sales  lax. 

Orders  from  outside  the  USA  and  Canada  should  add  $2.00  postage. 

AtarP    is  a  registered  trademark  of  Atari  Corporation. 

Senecom^^    is  a  registered  trademark  of  Seneca  Computer  Company,  Inc. 


the  toolbox 


115  DUMMY=  USR(RORB,<start>,<end>,<skip>) 


iiei7Tgin;^iii:eiiEa<a?raicii*iiij=i.iifcmiidii!H»"T 


125  DUMMY=  USR(ROLB,<start>,<end>,<skip>) 

RORB  and  ROLB  will  rotate  bytes  from  decimal  address 
<start>  to  address  <end>,  while  skipping  every  <skip> 
bytes.  Of  course,  the  difference  between  <start>  and 
<end>  should  be  evenly  divisible  by  <skip>.  Otherwise, 
your  program  may  lock  up. 

These  routines  can  be  used  for  coarse  scrolling, 
animating  characters,  moving  players  and  missiles  verti- 
cally, and  changing  display  lists. 

MP   138   Music=nDRC"hh:ah:iShh:iai«EI'ib[ID«m^ 

JK     131     DIM    MUSDATStZei 

Cn    132    MU5DnTS  =  "<.  D.  L.  D.  <.  <.  <.  <.  D.  D.  <>  D.  L 

«-■■ :  AD^ADR  CMUSDflTSl 
CE  133  LM=LEHCMU5DftTS3/2 
UK    134     DUMMY^^USR  (MUSIC,  AD,  LNl 


^(L(I(gf[S@K50(g-(5)R[]( 


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This  routine  lets  the  computer  play  simple  tunes  from 
data  stored  in  MUSDAT$.  Each  note  in  MUSDATS  is 
represented  by  two  bytes.  The  first  byte  of  each  pair  is 
the  pitch  value  of  the  note.  Consult  your  BASIC  reference 
manual  for  appropriate  pitch  values.  The  second  byte  is 
the  duration  of  the  note,  in  jiffies. 

Whole  notes  require  approximately  60  jiffies,  quarter 
notes  use  approximately  15  jiffies.  In  our  example, 
MUSDATS  holds  the  data  for  the  last  two  bars  of  "Mary 
Had  A  Little  Lamb." 

USR  routines  are  easy  to  use  and  can  breathe  new  life 
into  tired  BASIC  programs. 


Ernie  Negus  is  a  computer  engineer  for  Intel  in  Oregon, 
working  mainly  on  state-of-the-art  hard  disks,  32-bit 
microprocessors  and  quad  density  floppies. 


□ 


54 


ANTIC,  The  Atari  Resource 


I  bonus  same 
■■■■■■■IliiniilllilMHl^HHi 


by  DAVID  PLOTKIN 


A  challenging  maze  chase  game  that 
demonstrates  the  speed  and  versa- 
tility of  the  ACTION!  language. 
Requires  ACTION!  cartridge  from 
Optimized  Systems  Software.  Works 
on  all  Atari  memory  computers  with 
32 K  disk  or  24K  cassette.  Antic  Disk 
subscribers  will  find  a  "run-time" 
version  on  their  disk,  for  playing 
without  the  cartidge. 


a  Q  0  s 


COB'^ioM^OUEll- 


Amazing  is  a  surprisingly  imaginative 
maze  chase  game  written  in  ACTION! 
You  are  a  skinny  red  X  named  Cork. 
All  you  want  from  life  is  to  wander 
the  city  grid,  munching  up  the  enei^ 
pellets  that  the  programmer  thought- 
fully left  strewn  about. 

Not  surprisingly,  three  enemies  will 
attempt  to  stop  you  with  their  in- 
stantly lethal  touch.  Luckily,  your 
unique  defensive  mines  can  immobi- 
lize and  vaporize  enemies.  But  of 
course  each  opponent  is  quickly 
replaced  by  another 

continued  on  next  page 


May  1985 


55 


IMPROVED 
PRINTED 
LISTINGS 

Spaces  between  Atari  special 
cliaracters  will  make  Antic 
program  listings  easier  than 
ever  to  type  correctly. 

See  the  new  instructions  for 
Typing  Antic  Program  Listings 
in  June's  Software  Library  sec- 
tion. 

Antic's  improved  custom 
printing  program  is  written  in 
ACTION!  by  Michael  Fleisch- 
mann,  a  regular  contributor 
and  a  computer  engineer  at 
Hill  Air  Force  Bace  in  Utah. 


bonus  same 


Release  a  mine  by  pressing  the  joy- 
stick button.  You  can  have  up  to  four 
mines  on  the  i^oard  at  one  time.  To 
retrieve  an  unused  mine,  touch  it.  The 
mines  become  available  again  after 
destroying  an  enemy.  Naturally, 
higher  levels  mean  tougher 
opposition. 

HOW  IT  WORKS 

Type  in  Listing  1  and  .SAVE  a  copy 
before  you  compile  and  RUN  it. 

Now  let's  look  at  some  of  the 
game's  more  interesting  ACTION! 
procedures. 

DRAW7  directly  manipulates  the 
screen  bytes  to  PLOT  a  point  in  the 
specified  color.  It's  considerably  faster 
than  the  built-in  Atari  PLOT  function. 

FASTDRAW  is  a  high  speed  tech- 
nique to  put  a  high  resolution  picture 
on  the  screen.  It  does  direct  byte 
manipulation  of  the  screen  with  no 
math  involved,  so  it  is  considerably 
faster  than  even  DRAW7.  The  value 
of  each  byte  that  makes  up  the  pic- 
ture is  stored  in  a  byte  army,  and  the 
width,  height,  x  and  y  coordinates 
must  be  passed  to  the  procedure. 

The  picture  itself  is  generated  using 
Drawpic  from  Artworx.  Drawpic 
turns  the  picture  you  design  on  the 
screen  into  BASIC  DATA  statements, 
which  can  be  listed  to  disk;  the  for- 
mat can  then  be  modified  to  fit  into 
an  ACTION!  program. 

MOVEIT  moves  the  player/missile 
shape  defined  by  byte  array  SHAPE 
and  player  nimiber  WHICH  to  the 
specified  position  on  the  screen. 

BOARDDRAW  draws  the  initial 
board.  It  uses  FASTDRAW  and  the 
byte  array  BLK  to  put  the  squares 
with  letter  A  on  the  board. 

TESTCOL  tests  for  collisions  be- 
tween the  various  players  by  sampling 
the  hardware  collision  registers.  It 
waits  for  a  whole  screen  to  be  drawn, 
then  transfers  the  contents  of  the  col- 
lision registers  to  temporary  locations 
in  RAM.  The  collision  registers  are 
then  cleared.  Checking  for  collisions 


is  actually  done  by  looking  at  the  tem- 
porary locations. 

LLOC  performs  the  same  function 
as  LOCATE,  but  much  fasten 

GOTBUMPED  processes  the  col- 
lisions of  the  enemy  players  and  a 
mine.  The  explosion  sounds  and 
flashing  of  the  obliterated  player  are 
handled  by  repeated  calls  to  this  pro- 
cedure. It  also  removes  the  enemy 
player  from  the  board  and  positions 
is  back  in  its  original  corner. 

MUNCH  detects  collisions  between 
your  player  and  the  energy  pellets.  It 
also  keeps  the  sound  going  and  erases 
the  eaten  pellet. 

CHANGEDIR  decides  whether  to 
change  the  direction  of  an  enemy 
player  It  also  checks  to  see  if  the 
player  can  move  in  the  indicated 
direction.  This  procedure  is  only 
called  when  the  player  is  in  an 
intersection. 

SMARTS  determines  whether  the 
enemy  players  are  in  an  intersection. 

OUCH  is  called  if  your  player  is 
caught  by  an  enemy. 

CHASE  calls  SMARTS  for  each 
layer,  and  moves  the  player  if  it  hasn't 
been  destroyed  by  a  mine. 

MO'VEMAN  reads  the  joystick  and 
moves  your  player  It  checks  to  see  if 
you  can  move  in  the  direction  you 
want.  If  not,  then  you  continue  in  the 
direction  you  are  traveling.  Thus,  you 
can  push  the  stick  in  the  desired  direc- 
tion before  you  get  to  an  intersection 
and  then  move  in  that  direction  when 
you  hit  the  intersection. 

Avid  ACTION!  programmer  Daind 

Plotkin  is  a  veteran  of  the  Antic  pro- 
gram submission  procedure  and,  on 
the  side,  a  chemical  engineer  for 
Standard  Oil  of  California. 

Listins  on  pase  77.  L^ 


56 


ANTIC,  The  Atari  Resource 


assembly  lansuage 


FADER  1 1 


Enhanced  dot-by-dot  picture  dissolves! 


by  PATRICK  L.  DELL'ERA 


Last  month,  we  published  Patrick 
Dell'Era's  reworking  of  Philip  Price's 
"Picture  Painter."  We  now  present 
Patrick's  Fader  II,  based  upon  the 
popular  dot-by-dot  picture  dissolve 
program  by  Joseph  Grande  that  Antic 
printed  in  the  September  1984  graph- 
ics issue. 

The  original  Fader  was  written  in 
the  BASM  language,  which  is  now 
often  hard  to  find.  Patrick  has 
disassembled  the  object  code  into  full 
MAC/65  source  code,  and  re-written 
it  with  several  improvements  in- 
cluding a  special  modification  pro- 
gram in  BASIC.  -ANTIC  ED 

THE  LISTINGS 

There  are  three  listings.  Listing  1, 
FADERII.BAS,  is  the  main  program.  It 
is  written  in  BASIC  and  creates  a 
machine  language  binary  file  on  your 
disk  called  AUTORUN.SYS. 

Listing  2,  FADERMOD.BAS,  is  a 
BASIC  program  which  can  be  used  to 
modify  certain  of  the  elements  in 
AUTORUN.SYS.  Listing  3,  FADERII. 
ASM,  is  the  assembly  language  source 
code  and  need  not  be  typed  in.  It  is 
included  for  machine  language  pro- 
grammers who  may  wish  to  study  and 
further  modify  the  program. 

Type  in  Listing   1   and  check  it 


This  is  an  enlwiicement  oft/w  po/ni- 
lar  "I'eicli'r ' 'program  ll.>at  a 

in  thv  September.   19H  i  Aj,. - 

original  program  crealed  a  dot-by- 
dot  "lapse-dissolve"  ejjevt  on  Micro 
Painter  files.  Fader  II  now  works  on 
Micro  Illustrator  pictures  as  well.  ITje 
program  is  complete  in  this  issue — 
including  source  code.  It  will  work- 
on  all  Atari  annpulcrs  with  iSK  and 
disk  drive. 

especially  carefully  with  TYPO  II. 
Make  sure  you  haven't  skipped  any 
lines.  TYPO  II  can't  check  for  that. 
SAVE  a  copy  of  the  program.  When 
you  RUN  Fader  II,  it  will  read  all  of 
those  DATA  statements  (they  are  the 
machine  code)  and  then  prompt  you 
to  ready  your  disk  and  press 
[RETURN]. 

Place  a  fresh,  formatted  disk  in  your 
drive  containing  DOS  2. OS  and  two 
or  more  picture  files.  Press  [RETURN] , 
and  a  file  named  AUTORUN.SYS  will 
be  written  to  your  disk.  Now,  boot  the 
disk  and  the  slide  show  will  begin. 

SLIDE  SHOW  II 

Unlike  the  original  program,  Fader  II 
can  handle  both  uncompressed  and 
compressed  Graphics  7+  picture  files. 
This  means  you  can  have  any  com- 


bination of  Micro  Painter  or  Micro 
Illustrator  files  on  the  same  disk. 
(Micro  Illustrator  software  comes  with 
the  KoalaPad,  the  Atari  Touch  Tablet 
and  other  widely  used  graphics 
products.) 

So  that  Fader  II  can  tell  the  dif- 
ference between  the  file  types,  you 
must  use  a  .PIC  extender  on  your 
compressed  files.  The  Micro  Painter 
files  should  have  a  .?IC  extender 
(where  ?  designates  any  number  or 
letter  other  than  P). 

Fader  II  will  cycle  through  each 
picture  creating  a  screen  pixel 
dissolve.  When  it  reaches  the  last  file, 
it  will  begin  again  with  the  first.  As 
with  the  original  program,  you  may 
skip  the  pause  between  pictures  by 
pressing  [START]. 

In  Fader  II,  after  a  picture  fades  in, 
it  may  be  held  indefinitely  on  the 
screen  by  pressing  [OPTION] .  In  this 
way,  one  may  take  a  good  look  at  a 
particularly  fetching  piece  of  art,  or 
gracefully  change  the  disk  without 
racing  the  clock.  If  you  have  DOS  on 
your  disk,  pressing  [SELECT]  will  take 
you  to  it. 

Fader  II  does  not  sit  in  the  DURSYS 
area  of  memory,  so  a  Binary  Load  can 

continued  on  next  pase 


May  1985 


57 


assembly  lansuase 


Wl^ 


be  done  on  it  from  DOS  without 
creating  a  MEM.SAV  file.  It  will  run 
with  or  without  a  cartridge  installed. 

FADER  II  MODIFICATION 

Although  Fader  II  has  an  automatic 
pausing  rate,  the  modification  pro- 
gram, FADERMOD.BAS,  will  allow 
you  to  change  the  length  of  time  the 
picture  is  left  on  the  screen — as  well 
as  the  drive  that  the  pictures  aire 
loaded  from.  This  allows  quite  an  ef- 
fective display  for  Ramdisk  owners 
who  load  their  pictures  into  the 
simulated  128K  disk  and  designate  it 
as  the  load  drive. 

Type  in  Listing  2,  again  checking  it 
with  TYPO  II  and  SAVEing  a  copy 
When  RUN,  it  will  ask  for  the  file 
name  (i.e.  AUTORUN.SYS,  FADERII. 
EXE,  etc.).  It  then  uses  NOTE  and 


POINT  to  read  the  appropriate  vari- 
ables. Each  time  the  [OPTION]  key  is 
pressed,  the  drive  number  is  in- 
cremented by  1.  If  it  reaches  5,  it  rolls 
back  to  1. 

The  pause  rate  is  modified  by  press- 
ing [SELECT].  Each  time  [SELECT]  is 
pressed,  the  pause  time  is  increased 
by  4.27  seconds  until  it  reaches  (255* 
4.27).  It  then  becomes  0.  If  the  minus 
key  [-]  is  pressed,  the  pause  time  will 
be  reduced  with  each  press  of 
[SELECT].  Pressing  any  other  key  puts 
it  back  into  the  increment  mode. 

When  your  variables  are  set  to  your 
satisfaction,  press  [START]  to  save  the 
changes  to  your  program.  It  is  impor- 
tant that  the  same  disk  Fader  II  is  read 
from  should  be  the  disk  to  which  the 
changes  are  written.  Otherwise,  an  in- 
nocent bystander  on  another  disk 


could  be  modified,  surely  causing  its 
demise. 

LISTING  3 

As  mentioned  above,  Listing  3  is  the 
MAC/65  assembly  source  code.  It  was 
created  with  the  MAC/65  Assembler 
Editor  by  Optimized  Systems  Soft- 
ware, Ultra  Disassembler  by  Adven- 
ture International,  and  OmniMon  by 
CDY  Consulting.  Without  these  three 
excellent  programming  tools,  the 
above  code  could  not  have  been  re- 
created and  modified. 

Patrick  L.  Dell'Era  is  a  member  of  the 
San  Francisco  Atari  users'  group 
ABACUS,  and  a  strong  assembly 
language  programmer  whose  time  is 
currently  being  taken  up  with  a  new 
baby  •;■ 

Listing  on  page  70.      t«j 


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Proper  RESET  operation  especially  impor- 
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Self  booting  can  be  used  while  pro- 
gramming or  even  running  other  pro- 
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Works  with  or  without  BASIC, 
ED/ASM,  PILOT,  LOCO.  Calendar 
generator.  Horizontal  format  allows 
text  to  be  continued  in  same  direction. 
Change  widths,  height,  center  and 
much  more  from  the  keyboard  or  your 
program.  Special  handlers  for  PAINT, 
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58 


ANTIC,  The  Atari  Resource 


SOFTmiRE 
LIBRARY 

type-in  listing  section  includes  every  fuU-lengtfa  program 
from  this  issue.  Listings  are  easier  to  type  and  proofread,  easy  to 
remove  and  save  in  a  binder  if  you  wish. 

►  COMPUTERIZED  BREW  RATINGS 

BEER  PARTY  ATARI 62 

►  MULTIPLE  GRAPHICS  MODES  ON  ONE  SCREEN 

MODE  MIXER 63 

►  MORE  POWER  AND  SPEED  FROM  BASIC 

MANIPULATING  STRINGS 66 

►  SAVE  AND  EDIT  YOUR  INFOBITS  FILES 

SON  OF  INFOBITS 67 

►  EXTRA-CONVENIENT  MENU  PROGRAM 

LAZY  LOADER .68 

►  MAKE  YOUR  LOADER  AUTORVN 

AUTORUN.SYS 69 

►  ENHANCED  DOl'-BY-DOT  PICTURE  DISSOLVES 

FADER  II 70 

►  GAME  OF  THE  MONTH 

ARENA  RACER 76 

►  BONUS  GAME 

AMAZING 77 

►  COMMUNICATIONS 

TSCOPE  AUTODIALER 80 

TYPING  SPECIAL  ATARI  CHARACTERS 60 

HOW  TO  USE  TYPO  II 61         ERROR  FILE 61 

DISK  SUBSCRIBERS:  You  can  use  all  these  programs  immediately. 
Just  follow  the  instructions  in  the  accompanying  magazine  articles. 

No  part  of  this  publication  may  be  reproduced,  stored  in  a  retrieval  system,  or  transmitted,  in  any  form  or  by  any  means, 
electronic,  mechanical,  photocopying,  recording  or  otherwise,  without  the  prior  written  permission  of  the  publisher. 

Antic  program  listings  are  typeset  by  Star's  Gemini  lOX  Printer — From  Star  Micronics,  Inc.,  200  Park  Avenue,  New  York, 
NY  10166. 

MAY  1985  ANTIC  SOFTWARE  LIBRARY  *  59 


TYPING  SPECIAL 


o 


Shown  below  are  the  Atari  Special  Characters  as  printed  in  Antic  listings— and  the  keys  you  must  type  in  order 
to  get  them.  Boxes  are  drawn  around  the  normal  video  characters  here  so  you  can  see  their  positions  more  accurately, 
these  boxes  do  not  appear  in  the  printed  listings. 

Whenever  the  CTRL  key  (CONTROL  on  XL  models)  or  SHIFT  key  is  used,  hold  it  down  while  you  press  the 
next  keys.  Whenever  the  ESC  key  is  used,  press  and  release  it  before  typing  the  next  keys. 

Turn  on  inverse  video  by  pressing  the  Atari  logo  key  JR.  once.  Turn  it  off  by  pressing  a  second  time.  (XL 
models  use  the  Reverse  Video  Mode  Key  Ql  instead.) 

Sometimes  it's  not  easy  to  tell  apart  the  following  characters,  shown  here  in  both  normal  and  inverse  video. 
Be  especially  careful  when  you  type  any  of  these: 


y  ^ 

CTRLF 

/   Ci 

/ 

\  »? 

CTRLG 

\    kS 

SHIFT 

_  ■ 

CTRL  N 

_  m 

SHIFT 

■—   SI 

CTRLR 

-    B 

- 

+  :: 

CTRL  S 

+  a 

+ 

NORMAL  VIDEO             | 

FOR 

TYPE 

FOR          TYPE 

THIS 

THIS 

THIS         THIS 

a 

CTRL 

1 

m  CTRL  T 

[B 

CTRL 

A 

H  CTRL  U 

[1 

CTRL 

B 

C  CTRL  V 

B 

CTRL 

C 

e  CTRL  W 

E 

CTRL 

D 

H  CTRL  X 

a 

CTRL 

E 

B  CTRL  Y 

[Z 

CTRL 

F 

H  CTRL  Z 

s 

CTRL 

G 

E  ESC  ESC 

\M 

CTRL 

H 

m  ESC  CTRL    - 

[il 

CTRL 

I 

ffl  ESC  CTRL   = 

IS 

CTRL 

J 

m  ESC  CTRL   + 

a 

CTRL 

K 

a  ESC  CTRL   * 

E 

CTRL 

L 

m  CTRL    . 

H 

CTRL 

M 

m  CTRL    ; 

y 

CTRL 

N 

SHIFT     = 

B 

CTRL 

0 

m  ESC 

m 

CTRL 

P 

SHIFT 

s 

CTRL 

0 

CLEAR 

H 

CTRL 

R 

ffl  ESC  DELETE 

B 

CTRL 

S 

ffl  ESC  TAB 

INVERSE  VIDEO 


FOR 
THIS 

a 

D 

n 


r 

C3 


H 
El 


□ 

a 
n 
n 


A 

A 
Ak 
A^ 
Ak 
yk 
Ak 
yk 

Ak 

>k 
vk 
Ak 
A^ 
yk 
yk 
yk 
^k 
yk 
^k 
Ak 
yk 
Ak 
Ak 


TYPE 
THIS 

CTRL  , 
CTRL  A 
CTRL  B 
CTRL  C 
CTRL  D 
CTRL  E 
CTRL  F 
CTRL  G 
CTRL  H 
CTRL  I 
CTRL  J 
CTRL  K 
CTRL  L 
CTRL  M 
CTRL  N 
CTRL  O 
CTRL  P 
CTRL  Q 
CTRL  R 
CTRL  S 
CTRL  T 
CTRL  U 
CTRL  V 
CTRL  W 
CTRL  X 


FOR  TYPE 

THIS  THIS 

a  A  CTRL  Y 
D  A CTRL  Z 

□  ESC 

SHIFT 
DELETE 
n  ESC 
SHIFT 
INSERT 
H  ESC 
CTRL 
TAB 
H  ESC 
SHIFT 
TAB 

□  A  CTRL  . 

□  A  CTRL  ; 
n  A  SHI  FT  = 
Q  ESC  CTRL  2 
n  ESC 

CTRL 
DELETE 
n  ESC 
CTRL 
INSERT 


O 


O 


60  *  ANTIC  SOFTWARE  LIBRARY 


MAY  1985 


HOW  TO  USE  TYPO  II 


O 


Type  in  TYPO  U  and  SAVE  a  copy  to  disk  or  cassette. 

Type  GOTO  32000  and  follow  TYPO  II  onscreen  instructions.  If  the  resulting  two-letter  line  codes  are  not  ex- 
actly the  same  as  those  in  the  magazine,  you  mistyped  something  in  that  line. 

To  call  back  any  line  previously  typed,  type  an  asterisk  [  *  ]  followed  (without  in-between  spaces)  by  the  line  number, 
then  press  [RETURN].  When  the  complete  line  appears  at  the  top  of  the  screen,  press  [RETURN]  again.  This  is  also 
the  way  you  use  TYPO  II  to  proofread  itself. 

To  LIST  your  program,  press  [BREAK]  and  type  LIST.  To  return  to  TYPO  II,  type  GOTO  32OO9. 

To  remove  TYPO  II  from  your  program,  type  LIST  "D:FILENAME",0,31999  [RETURN]  (Cassette  owneis  LIST  "C:). 
Type  NEW,  then  ENTER  "D:FILENAME"  [RETURN]  (Cassette— ENTER  "C:).  Your  program  is  now  in  memory  without 
TYPO  II  and  you  can  SAVE  or  LIST  it  to  disk  or  cassette. 

Owners  of  the  BASIC  XL  cartridge  from  O.S.S.  type  SET  5,0  and  SET  12,0  before  using  TYPO  II. 


O 


MB 
UM 
HS 

BN 
YC 
EM 

HS 

1 
KH 


TH 
MF 
HY 
CN 


32008  REn  TYPO  II  BY  ANDY  BARTON 

32010  REM  VER.  l.O  FOR  ANTIC  MAGAZINE 

32020  CLR  :DIM  LINES C1201 : CLOSE  n2 : CLO 

SE  «3 

32030  OPEN  n2,4-0,"E":OPEN  »t3  -  5,  O  -  "E" 

32040  ?  ■■■«•■:  POSITION  11-1:?  "tfc'JJiMitM" 

32050  TRAP  32a40:P0SITI0N  2.3:?  "TWPe 

in  a  prosran  line" 

32060  POSITION  1,4:?  "  •':  INPUT  **2:LINE 

S:IF  LINES=""  THEN  POSITION  2- 4: LIST  B 

:G0T0  32060 

32070  IF  LINES  tl.lJ  =■■»■■  THEN  B  =  UAL  CLIN 

ESC2,LENCLINES}1I :P0SITI0N  2,4:LI5T  B: 

GOTO  32060 

32880  POSITION  2,18:?  "CONT" 

32090  B^UAL  (LINES)  :  POSITION  1,3:?  "  ■■; 

32100  POKE  842, 13: STOP 

32110  POKE  842,12 


ET  32120  ?  ■•«":  POSITION  11,1:? 

•■:  POSITION  2, 15:  LIST  B 
CE  32130  C=e:AN5=C 
OR  32148  POSITION  2,16:INPUT  <S3;LINES:IF 

LINES=""  THEN  ?  "LINE  ";B;"  DELETED" : G 

OTO  32850 
UU    32150  FOR  D  =  l  TO  LEN  CLINESI  :  C:=C  +  1 :  ANS= 

AHS«^CC»ASCCLINES(D,D])}  :NEKT  D 
MJ  32168  C0DE  =  INT(ANS/'676I 
JM  32170  C0DE=^ANS- tC0DE*6761 
EH  32180  HCODE=INTtCODE/26J 
BH  32190  LCODE=CODE-CHCODEw26]+65 
HB  32288  HC0DE  =  HC0DEh^65 
IE  32210  POSITION  8,16:?  CHRS CHCODEl ; CHRS 

(LCODEl 
UG  32220  POSITION  2,13:?  "If  CODE  does  no 

T  natch  press  ■;l^lil;FM  and  edit  line  a 

boue.":GOTO  32050 


BUS  OVERLINES 

Some  signals  and  address 
labels  were  printed  with- 
out overlines  in  Part  III  of 
Earl  Rice's  Parallel  Bus 
Revealed"  (Antic,  March 
1985). 

These  are  the  correct 
labels: 

D8XX-DFXX 
CSJCHIP  RESET) 
R/W 


PIXX 

RDE  (READ  DATA  ENABLE) 
PS  (DATA  STROBE) 
DRST  (DEVICE  RESET) 


o 


FIRST  LESSON  IN 
ASSEMBLY 

Line  100  of  the  listing  for 
"First  Lesson  in  Assembly 
Language"  (November, 
1984)  should  read  POKE 
755,4  instead  of  POKE 
775,4. 

ROOKY'S  QUEST 

February  '85 

The  following  line  is 

missing: 

2100  FOR  S  =  32  TO  16  STEP 

-4:  SOUND  0,S,14,10:  EA  =  EA 

•EA'EA:  SOUND  0,0,0,0:  EA=1 

AO:NEXT  S 


DRUM  SYNTH 

February  '85 

In  Figure  1,  the  "ART" 
should  be  the  Fuji  (inverse) 
symbol. 


MISSING 
INFOBITS 

DECEMBER  '84 
The  AL  source  listing  for 
Infobits  (Dec  '84)  was  left 
out  of  the  previous  issue. 
You'll  And  it  in  the  Jan.  '85 
Software  Library. 


ADVENT  X-5 

November  '84 

Missing  line:  8020  RUN. 

Also,  cassette  owners 

should  change  the  138  in 

line  4005  to  130.  The 

TYPO  II  code  for  Une  1005 

isEJ. 


ADVENTURE 
ISLAND 

November  '84 

Line  837  is  missing  its  last 
item  of  data,  a  4.  Also,  it 
will  not  run  with  DOS  XL. 


MAY  1985 


ANTIC  SOFTWARE  LIBRARY  *  61 


computer  brew  ratings 


BEER  PARTY  ATARI 


Article  on  page  43. 


o 


LISTING  1 


GR  18  REM  BEER  PARTY  ATARI 

TR  28  REM  BY  DR.  JOHN  FERGUSON 

RH  38  REM  ANTIC  MAGAZINE 

UC  58  DIM  SStl83 

TR  188  CLOSE  nl :  OPEN  »1.  ■♦,  8- "K:  "  :  REM  OPEN 

KEYBOARD  FOR  INPUT 
IW  118  GRAPHICS  8:?  :?  :?  "DO  YOU  WANT  TO 
ADD  TO  A  PREVIOUS  FILE":?  :?  :?  "tY/N 

J?   "; 
HM  128  GET  «1-K:IF  K<>89  THEN  BA=8 : BB=8 : B 

C=8:BD=8:BE=8:H=8:G0T0  1880 
PU  138  ?  :?  :?  :?  :?  "MAKE  SURE  'BEEHDATA 

•  IS  IN  DRIVE  AND   PRESS  ANY  KEY.":?  : 

?  :  ? 
GP  148  GET  «1,K 

KL  158  CLOSE  «2 : OPEN  «2, 4  -  8 , "D : BEERDATA" 
MT  168  INPUT  »2:BA.BB.BC,BD.BE.NUM:CL0SE 

>t2:REM  RETRIEVE  OLD  DATA 
UG  1888  GRAPHICS  8 : REM  CLEAR  MEMORY 
GV  1818  GOSUB  18818 : REM  CHANGE  CHARACTER 

SET 
LW  1815  GRAPHICS  8 : POKE  789,136:P0KE  718- 

2: POKE  712- 2: POKE  752-1: REM  SET  COLORS 
AND  BLANK  CURSOR 
NU  1828  POKE  756- CHSET/'256 
HP  1838  DL=PEEKC5683+256«PEEKC561J :HEM  CU 

STOMIZE  DISPLAY  LIST 
YB  1848  FOR  N=6  TO  9 : POKE  DL+N-7:NEKT  N 
SP  1858  POKE  DL*1B-6:P0KE  DL+11-8:P0KE  DL 

+3-66*7:P0KE  DL*21-6:P0KE  DL*22,6 
II  1855  POKE  DL+27-65:P0KE  DL+28, PEEK t568 

5:POKE  DL*29-PEEKt561J 
UH  1857  POKE  82  -  8 : POSITION  8-e:REM  SET  FI 

RST  SCREEN 
VI  1868  POKE  87-2:?  nB-"  UZiZaU 

13" 

LC  1878  ?  n6-"  raxe    beers   1  to  9" 

TQ  1888  POKE  87, 8 : POSITION  4-4 

UM  1118  ?  "Poor  Aweraae  F 

ine" 

RA  1128  ?  "      I -• ■ ■ ' — —<^ — — I— 


2     3     4     5     6     7 
CEn-ler  *5+  if  nox    Xa5X 


VP  1138  ?  "      1 

8    9":? 
TM  1148  ?  " 

erfj" 
SC  1158  POKE  85-2:P0SITIOH  14-12:?  tt6,"BE 

ER  +EI*  -  ?" 
KP  1168  ?  :?  :?  :?  "       tPusl>  spacebar  t: 

o  see  results]"" 
YG  1178  GOSUB  2818 
BC  1280  GOSUB  2118: A=K-48:P0SITI0N  38-12: 

?  "13":  GOSUB  2818 
DM  1218  GOSUB  2118 : B=K-48 : POSITION  38-12: 

?  "a"':  GOSUB  2818 
FW  1228  GOSUB  2118 : C=K-48 : POSITION  38,12: 

?  "[11":  GOSUB  2818 
IG  1238  GOSUB  2118 : D=K-48 : P8SITIBH  38-12: 

?  ""H":  GOSUB  2810 
01  1248  GOSUB  2118 : E=K-48 
NB  1388  REM  »   SET  SECOND  SCREEN 
HP  1385  ?  '■«"•:  POSITION  8-8 
BH  1318  POKE  87,2:?  «6-""         sapipied 
txs  •»     >i«    beers 

C3" 
SE  1315  ?  «6-"   YOUR  RATINGS  ARE:'" 
OH  1328  POKE  87 . 8 : POSITION  8,3 


KM 

NA 

PR 

SI 

TX 

DN 

MS 
UN 

YM 


YB 
KP 


SC 


TA 
YH 
NG 

SJ 
FT 

SP 
WT 

RT 
FC 

RZ 
FI 

DU 

LL 

ZU 

PB 

HN 
VJ 
18 
TR 
UG 
YM 
YZ 
LU 
RF 
AD 
JU 

KU 

AJ 
ZO 
VU 


1338  ? 

1348  ? 

1368  ? 

1388  ? 

1488  ? 


BEER  +A*  =  "iA;" 

BEER  +B+  =  ";b;" 

BEER  *c+  =  ";c;' 

BEER  +D+  =  ";d;' 

BEER  +E+  =  ";e;' 


:  ? 


1418  POKE  85-2:P0SITI0N  11-12:?  »6-" 

CORRECT?  t[J]:[D3" 

1438    GET    «1-K:IF    K089    THEN    1815 

1448    BA  =  BA  +  A  :  BB=BB  +  B  :  BC=BC  +  C  :  BD^^BD^D  :  B 

E=BE*E : NUM=NUM*1 

1458  CLOSE  t*2:OPEN  «2- 8, 8- "D : BEERDATA" 

:?  a2-BA:?  »2,BB:?  «2-BC:?  »»2,BD:?  «2- 

BE:?  n2-NUM:CL8SE  n2 : REM  SAVE  DATA 

1588  REM  SET  THIRD  SCREEN 

1518  POKE  DL*21-2:POKE  DL+22-2:?  •"«" : P 

OSITION  8-8 

1528  POKE  87-2:?  «»6-"         S^^H3 

tl" 

1538  ?  «6-"  N  =  ";NUM 

1548  PBKE  87-8:P0KE  82  -  8 : POSITION  8-3 

1558  ?  •■BUSCH 

85: REM  BEER  B 

1568  ?  " 

1578  ?  ""BLACK  LABEL 

85: REM  BEER  D 

1588  ?  •■ 

1590  ?  "MILLER 

85: REM  BEER  E 

1608  ?  "  l«" 

1618  ?  "MEISTER  BRAU  4 "- : L=BA : GOSUB  22 

85: REM  BEER  A 

1620  ?  "  I" 

1630  ?  "PABST  LIGHT   4  "■;  :  L=BC  :  G8SUB  22 

05: REM  BEER  C 

1648  ?  "  "-1 ■ 1 ■ 1 r 


4"; :L=BB: GOSUB    22 

I" 
4"; :L=BD: GOSUB    22 

I" 
4"; :L-BE: GOSUB    22 


o 


ftuerage    sco 


CPress    spacebar    to    e 


1658  ?  "" 

7  8   9" 

1678  ?  " 
re"' 

1688  ?  :?  :?  " 

nter  diataj" 

1788  GET  »1-K:IF  K<>83  THEN  1815 

1888  REM  SHOU  SCORE  ROUTINE 

1818  TRAP  4880O:TRAP  1510 

1828  L=BB:POSITION  33,3:G0SUB  2318 

1838  L=BD: POSITION  33, 5: GOSUB  2310 

1848  L=BE:POSITION  33-7:G0SUB  2318 

1858  L==BA:  POSITION  33-9:G0SUB  2318 

1868  L=BC: POSITION  33- 11: GOSUB  2310 

1878  G8T0  1708 

2888  REM  GET  KEY  SUBR8UTINE 

2818  GET  m-K:IF  K=32  THEN  POP  :  GOTO  1 
588 

2028  IF  K<49  OR  K>57  THEN  ?  CHH5 t2533 : 

GOTO  2818 

2838  RETURN 

2188  REM  ENTER  DATA  SUBROUTINE 

2118  POSITION  35-12:?  K-48 : SOUND  8-48- 

18-14:FOR  T=l  TB  50 : NEKT  T : SOUND  0-0-8 

-8:P0SITI0N  35,12:?  "?":RETURN 


o 


62  *  ANTIC  SOFTWARE  LIBRARY 


MAY  1985 


SSH-4J  ;  :goto 


OT  2200  REM  GRAPHING  SUBROUTINE 

CO  2205  IF  NUM=0  THEN  ?  : RETURN 

ftp    2210    LE=INT tCL/NUM3»5J 

QY  2220  IF  LE  =  3  THEN  ?  ■■!":HETUHH 

E«  2230  FOR  N  =  4  TO  LE :  ?  '■!";:HEKT  N: 

: RETURN 
OA  2300  REM  SCORE  FORMAT  SUBROUTINE 
GO  2310  ?  "t"; 

RU    2320    LE=tL/HUM3+5.0E-03 
ZF    2330    SS=STHStLEJ 
EA    2340    IF    LENCSSJ>3    THEN 

2390 
HB  2350  IF  LEHf5S3=3  THEN  ?  SS;' 
KA  2360  IF  LENtSSJ=l  THEN  ?  SS;' 
PM  2390  ?  "J": RETURN 

ZY  10000  REM  CHARACTER  SET  SUBROUTINE 
GJ  1OO10  POKE  106-PEEKC1O6J-5:GRAPHICS  O: 

CHSET=CPEEKtl06J+lJ»256:?  :?  "ONE  MOME 

NT;  ALTERING  CHARACTER  SET" 
MB  10015  CHI=CHSET/256:CL0=0: POKE  203, CLO 

:POKE  204, CHI 
AM  1002O  DIM  KFR5t281 : RESTORE  1OO30 : FOR  N 

=1  TO  28: READ  ML : KFRS CN, N3 =CHRS CMLJ : NE 

KT  N 
BS  10030  DATA  104-169,0,133-205,168,159,2 

24,133,206,177,205,145,203,200-208 


•O"; 
'.O0' 


DA  10840  DATA  249,230,204,238,206-165,206 

,201-228,288,239-96 
RK  10050  »FR=USRCADRCKFRS11 
FO  10060  RESTORE  101OO 

FS  10070  READ  A : IF  A=-l  THEM  RETURN 
QL  10O8O  FOR  Z=0  TO  7 : READ  J : POKE  CHSET+A 

»8+Z, J:HEKT  Z 
AR  10090  GOTO  1OO70 

CH  lOlOO  DATA  1-124,124-56,56-56,16-16-56 
DU  lOllO  DATA  3,127,64,64-64-64,64,127.12 

7 
KF  18120  DATA  4,224,32,62,35-33-33-225-22 

5 
MV  10130  DATA  5-127.127,127-127,127,127,1 

27,255 
ON  10140  DATA  6-225,254,224.224,224,224-2 

24,240 
YH  10150  DATA  7,31,16-16-8,15,15,15-7 
JH  1016O  DATA  10,240.16-16-32-224-224-224 

,192 
YX  10170  DATA  11,36-36-36,0,0,0,0.0 
VJ  leiSO  DATA  59.7-7,3-3-3-1-1-31 
EE  10190  DATA  61-192-192-128,128.128,0,0, 

248 
EO  10200  DATA  -1 


multiple  graphics  modes  on  one  screen 

MODE  MIXER  1 

LISTING  1 


Article  on  page  38, 


AZ 
SH 
QK 
UE 

JT 

RJ 
IL 


UM 


MO 


LC 
PI 


1  REM  MODE  MIXER 

2  REM  BY  KARL  E.  UIEGERS 

3  REM  ANTIC  MAGAZINE 

10  DIM  INC tl63 , MODE tl63 , LINES C163 ,SLPE 
R  tl5J , BPEH  CIS] , BAS  tl53 

12  DIM  BS t28J ,FNAMEStl4J , AStlOOJ ,BLSt3 
9J 

15  BLSC1J="  ":BLSt395=BLS:BLSt2J=BLS 
20  FOR  1=2  TO  15:READ  A : SLPER til =A : NEK 
T  I:DATA  8,10,8,16,8,16,8,4,4,2,1.2-1, 
1 

25  FOR  1=2  TO  15 : READ  A : BPER t I J =A : NEKT 
I. DAT A  40-40-40-40,20,20, 18,10.20- 20. 
20.40.40.40 

30  FOR  1=2  TO  15:READ  A : BAS CI) =A : NEXT 
I : DATA  0.0.8.8,1,2,3,4,5,6,7,7,8.8 

39  REM  Display  Li3T  Interrupt  Routine 

40  FOR  1=0  TO  19:READ  A : POKE  1771+1. A: 
NEXT  I 

50  DATA  72.138-72.169.0.162,28,141,10, 

212,141 

60  DATA  23,208,142,24,208-104,170,104, 

64 

70  OFF=4000O : N0=5e0 : MEMORV=550 : LOCS=60 

0:SPACE=625 

80  OPEN  «1,4,0,"K:" 

99  REM  Menu 

100  GRAPHICS  e:POKE  752,1: POKE  559, 8 :P 
OKE  710,0: POKE  789, 90: POKE  711,198:G0S 
UB  LOCS 

110  RESTORE  120:FOR  1=1  TO  25 : READ  A:P 
OKE  DL*I+2, A:NEXT  I 

120  DATA  71,0,0,7,6,6,2,2,2,2,2,2,2,2, 
2,2,2,2,2,2,6,6,6,6,65 

130  POKE  DL*4,LMEM:P0KE  DL+5 . HMEM : POKE 
559,34 

135  POKE  87,2 

140  POSITION  5,0:?  «6;"nocJe  133333" 


KK  145  POKE  87, 1 :BVTE=4e:G0SUB  MEMORY 

PH  150  POSITION  l.O:?  «6,"P1CK  AN  OPTION: 

MU  155  POKE  87,0:BYTE=4O:GOSUB  MEMORY : POK 

E  82.6 
JA  160  POSITION  6.1:?  "1  -  rH;i:y!lrii<  A  MEW  D 

I5PLAY" 
OC  161  ?  :?  "2  -  fffiTiTrrplal  THE  CURRENT  DTSPL 

AY" 
TJ  162  ?   :7  "3  -  BH  THE  CURRENT  DISPLAY" 
KH  163  ?   :?  "4  -  HJEH  CURRENT  DISPLAY  ON 

DISK" 
GD  164  ?   : ?  "5  -  HBEB  ft  DISPLAY  FROM  DISK 


MAY  1985 


ZA     165     ?     :?    "6     -    HUlB    WITH    THIS     PROGRAM" 

IS     170    POKE    82.2 

PH  175  POKE  87. 1 :BYTE=560:G0SUB  MEMORY 

SN  188  POSITION  7.0:?  »&;"?" 

AJ  190  GET  ol.CH:CH=CH-48 

KU  200  POSITION  9.8:?  M6 ; CH 

NT  210  IF  CH<1  OR  CH>6  THEM  GOSUB  NO:?  "6 

:?  »6;"   enter  only  1-6";:G0T0  190 
ZR  220  ON  CH  GOTO  1000.2008,6808-7800.308 

0 
KN  230  GRAPHICS  0 : END 
UM  500  FOR  1=1  TO  15 : SOUND  8 . 96 , 18 . IB : NEX 

T  I 
WU  518  FOR  1=1  TO  15 : SOUND  8 . 128 . 10, 10 : NE 

XT  I 
RF  520  SOUND  O.0.8,O:RETURN 
BX  550  HMEM=256»HMEM+LMEM+BYTE:LMEM=HMEM- 

256»INT  CHMEM/256)  : HMEM=INT  CHMEH^2563 
AX  560  POKE  88.LMEM:P0KE  89 , HMEM: RETURN 
UH  600  DL=PEEKt560) +Z56»PEEKt561) :LMEM=PE 

EKCOBl :HMEM=PEEKt893 
YB  610  MEM=HMEM«^256  +  LMEM:RETUBM 

continued  on  next  page 
ANTIC  SOFTWARE  LIBRARY  •  63 


SF  625  POKE  752 . 1 : POSITION  7.23:?  "PRESS 

easBamnsm  to  comtinue-; 

HH    630    GET    ttl,A:IF    A032    THEN     630 

ZK    635    RETURN 

RT  90e  POKE  DL+24>13e 

KQ  938  POKE  512, 235: POKE  513, 6: POKE  54286 

,192 
IB  940  ?  "  SEG.    MODE   «  LINES   SCftN  LINE 

S  LEFT" 
ZU  950  ?  "  —   


KK  968  ?  " 192" 

UK  978  POKE  783. 4: RETURN 

au    999  REM  Creaxe  a  New  Display 

BU  1888  GRAPHICS  8 : FOR  1=1  TO  16:M0DEtIJ= 

8:LINESCI}-e:HE»T  I 
JX  1885  POKE  752, 1:LEFT=192:HSEG=8: POKE  1 

536,8:F=e 
UD  1818  POKE  1777,28:G0SUB  988 
GK  1820  CH=N5EG*1:IF  CH=17  THEN  GOSUB  SPO 

CE:G0T0  188 
UQ  1038  GOSUB  1848: NSEG=HSEG*1 : GOTO  1828 
liU  1848  ?  :?  "Enter  graphics  node  for  ses 

nenT  ";CH; 
OF  1845  TRftP  1878: INPUT  GRA : IF  GRA=8  THEN 

188 
BK  1858  IF  GRA>1  AND  GRA<16  THEN  1888 
RK  1855  GOTO  1078 

UN  1868  POP  :THAP  OFF : IF  NSEG>8  THEN  108 
OE  1865  GOTO  188 

GOTO  18 


QG 


n6:NUM 

*«6;left 


1878  GOSUB  no:?  "Eil 

48 
DF  1888  ?  "Hov  Many  node,  lines  ";:TRAP  11 

88: INPUT  NUM 
AR  1885  IF  NUM^e  THEN  NSEG=NSEG-1 : RETURN 
BM  1890  IF  HUM>8  AND  NUM<= CLEFT/SLPER CGRA 

J  J  THEN  TRAP  OFF : GOTO  1118 
DE  1188  GOSUB  NO:?  "liUfclMiJaMsp"  :  TNT  CLEFT/* 

SLPERtGRft]] :GOTO  1888 
KW  1118  MODE tCHJ=GHA: LINES tCH3=NUM:LEFT=L 

EFT-HUM»SLPEH tGHAJ 
PG  1128  POSITION  4,2+CH:?  »6; CH : POSITION 

18,2+CH:?  tte.GRA 
YI  1125  POSITION  18.2+CH:? 
SI  1138  POSITION  28,2+CH:? 
AN  1148  RETURN 

YS  1999  REM  Change  Current  Display 
YY  2080  GRAPHICS  8 : IF  HSEG=e  THEN  GOSUB  H 

0:POSITION  8.5:?  "i:ilMO<.-ia^;Vi^<:Wil=<;illi« 

KBO": GOSUB  SPACE: GOTO  188 
CF  2885  POKE  1777 . 28« : GRAPHICS  8 : POKE  752 

.l:GOSUB  988:F=8 
ZH  2818  LEFT=192:F0R  1=1  TO  HSEG 
no  2820  POSITION  4.2+1:?  »6; I : POSITION  18 

,2  +  1:?  n6; MODE  til 
KM  2838  POSITION  18,2+1:?  M6; LINES CIl 
EG  2840  LEFT=LEFT-LINEStIJ»5LPERtM0DEtIJ3 

:POSITION  28,2+l:?  «6;LEFT:NEKT  I 
CC  2858  ?  :?  "Enter  segnent  nunber  to  cha 

nge :  "; 
RY  2855  TRAP  2188: INPUT  CH : IF  CH=8  THEN  1 

88 
ZG  2868  IF  CH>ie  THEN  2888 

SR  2862  IF  CH<1  OH  CH>NSEG+1  THEN  2188 
VV    2865  LEFT=LEFT+LINESCCHJ**SLPERCMODECCH 

II 
CB  2878  IF  CHOHSEG  +  1  THEN  2158 
RC  2888  IF  LEFT  =  B  OR  NSEG=16  THEN  GOSUB  N 

O:?  "[aBlJTil'»ma'11¥' :  GOTO  2858 

LE  2898  IF  CH=NSEG+1  THEN  2118 

UH  2188  GOSUB  NO:?  "miMMilJj  JiliKMB" ;  NSEG 

+1-CLEFT=81 :GOTO  2858 
OU  2118  GOSUB  1848 : NSEG=CH- tNUM=8I : GOTO  2 

178 
UH    2158  GOSUB  1848:IF  NUM<>8  THEN  2178 
HO  2155  IF  NSEG  =  8  THEN  POSITION  2,3:?  t»6; 

BLSC41 :G0T0  2858 
OG  2157  IF  NSEG=15  THEN  POSITION  2.18:?  «» 

6;BLSC4} :GOTO  2858 


NY  2168  FOR  I=CH+1  TO  N5EG+1 : LINES CI-11 =L 
INES  til  : MODE  tI-11 =MODE  til  : HEKT  I 

OL  2165  LINES CNSEG+ll=e: MODE tHSEG+11 =8 

D5  2178  LEFT=192:F0R  1=1  TO  NSEG : LEFT=LEF 
T-LINES  til  »fSLPER  tMODE  til  1 

DM  2188  POSITION  4.2+1:?  «6;l:POSITION  18 
.2  +  1:?  «6; MODE  til ;"  " 

IK  2183  POSITION  18,2  +  1:?  »6; LINES  til ; " 


UH 

SS 
CG 
MU 
KT 

5G 

HS 
EI 
ZW 
FG 
PJ 


FE 
UK 

SD 

NQ 
KB 
TB 
YE 

CM 


nu 

RO 
PM 

UZ 

EY 
UI 

GL 
LP 


DU 
TD 

RZ 
PD 
TO 

FD 
ET 
MR 
UT 
NF 

LB 

TP 

FY 
BE 

SB 

on 

QY 


2185  POSITION  28.2+1:?  «6;LEFT;"   " : HE 

KT  I 

2190  ?  «6;BLSt41 :G0T0  2858 

2999  REM  Load  Display  fron  Disk 

3888  GRAPHICS  0 : POKE  718,16 

3818  POKE  82,2:?  "      DISPLAYS  STORED 

ON  THIS  DISK" 

3028  TRAP  386a:I=0:OPEN  «4 , 6, 8, "D :»- DS 

P" 

3030  INPUT  «4,AS:I=I+1 

3040  POSITION  6,3+1 

3858  ?  AS t3, 181 : GOTO  3838 

3868  CLOSE  »4 : 1=1-1 : TRAP  OFF 

3878  IF  1=8  THEN  GOSUB  NO: POSITION  7,6 

:?  "i;riM>Hd  J^;\'fc«lii^l>iiH.-Mt»<3?"  :  GOSUB  SP 

ACE:G0T0  188 

3080  POSITION  6,4+l:?  BLS 

3098  POSITION  2,18:?  "LOAD  what  dlspla 

y:":?  " t8  TO  RETURN  TO  MENUl" 

3100  POSITION  21,18:INPUT  AS : IF  AS="0" 

THEN  100 
3110  IF  AS=""  THEN  GOSUB  NO : GOTO  3108 
3128  FHAMES="D:":FNAMESt31=AS 
3138  FNAMEStLENtFNAMESl+ll=".OSP" 
3148  ?  CHRStl251 ; "LOADING  ";FNAMES;".. 

.  .  " 

3158  TRAP  31&8:0PEN  »4 , 4 . 8 . FNAMES : NSEG 

=8:TRAP  OFF:GOTO  3188 

3168  GOSUB  no:?  :?  "rif;1?i:iif  Wilfil.HlaHia-F 

RHOR  ";PEEKtl95J :GOSUB  SPACE 

3170  TRAP  OFF: CLOSE  W4 : GOTO  3088 

3188  FOR  1=1  TO  28 : INPUT  «4 . AS 

3198  IF  ASf4-71 ="POKE"  OH  ASf5,81="P0K 

E"  THEN  NSEG=NSEG+1 

3280  IF  A3t7,9J="END"  THEN  INPUT  «4 , AS 

.AS.AS:POP  :G0T0  3228 

3218  NEKT  I 

3228  FOR  1  =  1  TO  16 : MODE  til =0 : LINES  til  = 

0:HEKT  I 

3238  J=12:CT=-6 

3248  BS="":INPUT  n4,AS:IF  ASC7.181="P0 

KE"  THEN  3290 

3250  IF  AStJ.Jl="."  THEN  POKE  1542+CT, 

UALtBSl :CT=CT+1:8S="":G0T0  3270 

3260  BStLENtBSl+ll=ftS tj, Jl 

3270  J=J+l:lF  J>LEHtASl  THEN  POKE  1542 

+CT, UALtBSl :CT=CT+l: J=12:G0T0  3248 

3280  GOTO  3250 

3290  CLOSE  »4 

3300  0SM0DE=PEEKtl5391~64 

3318  FOR  1=2  TO  15: IF  0SM0DE=I  THEN  33 

30 

3320  HEKT  I 

3330  POP  : MODE  til =1 : LINES  til  =1:J=6:Y=1 

3340  J=J+i:oSM0DE=PEEKtl535+Jl 

3350  IF  0SM0DE=65  THEM  2088 

3360  IF  0SM0DE>65  THEN  0SM0DE=0SM0DE-6 

4: J=J+2 

3378  IF  OSMODE=MODEtYl  THEN  LINES tVl =L 

INES tVl+l: GOTO  3348 

3388  FOR  1=2  TO  15: IF  OSMODE=I  THEN  34 

88 

3398  NEKT  I 

3488  POP  : Y=Y+l: MODE tYl=I: LINES tVl=l:G 

OTO  3348 

5999  HEM  See  the  Current  Display 

6888  GRAPHICS  8 : IF  NSEG=8  THEN  2880 

6818  POKE  82,6:?  :?  :?  "The  screen  wi 1 

1  be  black":?  "briefly  while  your  disp 

lay" 


64  *  ANTIC  SOFTWARE  LIBRARY 


MAY  1985 


YY 
EJ 
KJ 


FF 
UD 

MP 
HE 
GH 

MX 
PR 
UC 
LJ 


FP 


MK 
QX 


1539,64+MODEtlJ 

1548, LMEH: POKE  1541, HMEM 


M5EG:TRflP  6288 
UIME5CIJ=1  THEM  6288 
LIME5tIJ:IF  1=1  AND  . 


IH  6028  ?  "IS  created." 

EP  6848  ?  :?  "Press  any  key  when  you  are" 
:?  "done  uieuins  the  di-splay." 

6858  GOSUB  SPACE : POKE  82,2 

6188  DATA  8,8,7-7,6,5,8/8,8,1,4,8,2,3 

6118  RESTORE  6188 
TZ  6128  READ  HAX : FOB  1=1  TO  M5EG : IF  BAS CM 

ODEfIJJ=MAK  THEM  POP  : GOTO  614B 

6138  NEXT  I 

6148  GRAPHICS  MAX : POKE  752,l:G0SUB  LOC 

S-.POKE  559,8 

6145  FOR  1  =  8  TO  16 : IMC  CI J =8 : NEXT  I 

6158  F0URK=IMTtMEM/4896+lJ»4895 

6168  POKE  1536, 112: POKE  1537, 112 : POKE 

1538,112 

6178  POKE 

6188  POKE 

6185  CT=8 

6198  FOR  1=1  TO 
UZ  6195  IF  1=1  AMD 
LA  6280  FOR  J=l  TO 

1  THEM  6270 

6218  MEM=MEM+BPERtM0DEtIJ5 :IF  MEM<=FOU 

RK  THEN  6268 

6220  FOUHK=IMT  tMEM/4896  +  1)  »t4896 

6238  POKE  1542+CT,IMTCMEM/256J :CT=CT*1 

-.GOTO  6278 
GD  6248  Y  =  MEM-256»»IMT  CMEM/'2561  :  POKE  1542* 

CT,V:CT=CT+l:IHCCIJ=Y 
RD  6258  POKE  1542+CT , IMT tMEM/256J : CT=CT+1 

:GOTO  6278 
ZL  6268  POKE  1542+CT , MODE CIJ : CT =CT+1 
GE  6278  NEXT  J 

6288  MEXT  I : TRAP  OFF 

6298  POKE  1542*CT,65 

6328  POKE  568, 8: POKE  561 , 6 : POKE  559,34 

6338  DATA  188,81,64.53,53,64 

6348  RESTORE  6330 : FOR  1=1  TO  S : READ  Y: 

FOR  J=l  TO  5:S0UMD  e,Y,18,8 

6358  HEKT  J : NEXT  I : SOUND  8,8,0,8 
CR  6368  GET  nl . A 

EO  6378  IF  F=l  THEM  GRAPHICS  8: GOTO  7878 
BE  6388  F=1:GOTO  188 
ZB  6999  HEM  Save  Display  on  Disk 
OR  7888  GRAPHICS  8 :  IF  MSEG  =  8  THEN  2888 
GC  7818  ?  "Enter  a  i;m;i=(  for  this  display: 

":?  "t8  TO  RETURN  TO  MEMUl " 

7828  P8SITI0N  18, 4: INPUT  A5 

7838  IF  AS="8"  THEN  188 

7848  FNAMES  =  "D : " : FNAMES  tLEH  CFMfllMESJ  +1J 
=  AS 

7858  FNAMES  tLEH  tFHAMESJ  +13  =" . DSP" 

7868  IF  F=8  THEH  F=l : GOTO  6888 

7870  7  :?  "Storina  ";FHAME5;"  on  disk. 


MI 


A=65  THEH  ?  »4J 


':LH=LH+18:G0T 


MD 
MU 
LD 
HG 
UY 

IT 


ZG 
OF 
FO 

TJ 
HD 
JO 


7888  TRAP  7588 : OPEH  «4 , 8 , 8, FNAMES 

7188  ?  »4;"ie  GOSUB  38888 :LMEM=PUEK tea 

J  : HMEM=PEEK  t89 J " : LN  =  28 

7118  FOR  1=1  TO  HSEG 

7128  ?  «4;lh;"  PBKE  87,";BASCM0DE CIJ J- 

tMODEtH=14]  J 

7138    IF     1  =  1     THEN    ?    t«4;"":G0T0    716',> 

7148  BYTE  =  LIMES  tI-13»BPER  CMODE  tl-l.J  J  +1 

NCII-IJ 

7158  ?  t»4;":BYTE  =  ";BYTE; 

7168  ?  »4;":G0SUB  31888" 

7165  LH=LN+18:NEXT  I 
CM  7178  ?  »»4;  "29999  END" 
En  7288  ?  »»4;  "38888  POKE  186,  PEEKC186;) -1  : 

DL=256«PEEKtlB6J " 

7218  ?  »4;"38ei0  GRAPHICS  ";  MAX ;  "  :  PtOKE 
559,0" 

7230  LN=3802e 

7248  ?  »*4i  "38828  FOR  1  =  8  TO  ";CT  +  6;":R 

EAD  a: POKE  DL+I,A:NEXT  I" 

7258  FOR  1=1  TO  11 

7268  LH=LH+18:?  m4;LH;"  DATA  "; 

7270  FOR  J=l  TO  19 

7288  A=PEEKC1535  +  28**tI-lJ+J3  :?  «4;A; 


ZI 
CY 

UI 
JB 

FY 
OC 

AY 
PE 
VU 


AC 

EF 
FA 

EI 
RI 
KM 
PI 


85  IF 

O  7348 
CE  7298  ?  »4;","; 
FM  7300  HEXT  J 

KK  7310  ?  n4;PEEKtl535+28«Il 
FH  7328  NEXT  I 
OE  7348  ?  tt4;LN;"  POKE  DL  +  4 ,  PEEK  t88J  :  POKE 

DL*5, PEEK  t89 J " : LN  =  LN  +  18 
UJ  7358  ?  t«4;LN;"  POKE  568, 8:  POKE  561 ,  DL/ 

256: POKE  559,34" 
AZ  7378  ?  «»4;LN  +  18;"  RETURN" 
CK  7388  ?  M4; "31888  HMEM=256»HMEM*LMEM+BV 

TE" 
MF  7398  ?  «4;  "31818  LMEM=HMEM-256«»INT  CHME 

M/256J" 
WZ  7488  ?  »4;  "31828  HMEM=IHT  tHMEM^'2563  " 
AF  7418  ?  «4;"31838  POKE  88.LMEM:POKE  89, 

HMEM: RETURN" 
VN  7420  CLOSE  «4 : GOTO  188 
LC  7588  GOSUB  HO:? 

■";PEEKtl953 
OP  7518  CLOSE  «4 
GX  7520  GOSUB  SPACE: GOTO  7880 


cjntnm  store-error 


LISTING  2 


JO  18  GOSUB  38888 : LMEM=PEEK t88) :HMEM=PEEK 
C891 

.1 

.e:BVTE=88: GOSUB  31888 
.7:BVTE=l&e:G0SUB  31888 
.B:BYTE=8e8:G0SUB  31888 
.8:BYTE=168:G0SUB  31888 
.5:BYTE=8e8:G0SUB  31888 


II 

28 

POKE 

87 

01 

38 

POKE 

87 

HM 

48 

POKE 

87 

EU 

58 

POKE 

87 

lA 

68 

POKE 

87 

HE 

78 

POKE 

87 

-l:DL=256»PEEK 


CD  29999  END 

UA  38888  POKE  186, PEEKC106) 

cieei 

GG  38818  GRAPHICS  8 : POKE  559,8 

XK  38828  FOR  1=8  TO  63: READ  A : POKE  OL*I,A 
:MEKT  I 

FH  38838  DATA  112-112,112,78,88-97.6,6,6, 
2,2,2-2,14-14-14-14-14-14.14 
38848  DATA  14-14-14-14-14-14-14.14-14- 
14-14-14-14,5-5-5-5-15-15-15 
38858  DATA  15-15-15.15-15,15,15.15,15, 
15,15,15-15.15-15-15-15-18-18-18 
38868  DATA  18-18-18.65 

38878  POKE  DL+4 . PEEK t88) : POKE  DL*5-PEE 
Kt89] 

38888  POKE  568- 8:  PBKE  561  -  DL/'2S6  :  POKE 
559,34 

EJ  38898  RETURN 

AE  31808  HMEM=256»HMEM*LMEM+BVTE 

JM  31818  LMEM=HMEM-256«IHT CHMEM^256J 

CR  31828  HMEM=INT  tHMEI1^256J 

FD  31838  POKE  88-LMEM:P0KE  89. HMEM: RETURN 


MS 


MA 


MG 
RH 


UK 


LISTING  3 


EY  1  REM  MIKADD.LST 

YG  2  REM  BY  KARL  MIEGERS 

OK  3  REM  ANTIC  MAGAZIHE 

GH  15  POKE  752,1 

TE  25  POSITION  0.1:?  «»6;  "GRAPHICS  1  CAHTI 

C  6J  " 

SN  35  POSITION  2,1:?  «6;"This  is  Graphics 

Mode  O  tANTIC  23" 

YU  45  COLOR  1 : PLOT  0,8:DRAMT0  159-19 

BH  46  COLOR  2:PLOT  8,19:DHAUT0  159,8 

VV  47  COLOR  3:PLOT  e,9:DRAMT0  159.9 

ET  55  POSITION  14,2:?  «6; "ANTIC  MODE  5" 

WP  65  COLOR  l:PLOT  0,8:DRAUTO  319-19 

KH  66  PLOT  0,19:DRAUTO  319,8 

av  67  PLOT  e,9:DRAUT0  319,9 

CY  75  COLOR  1 : PLOT  e-8:DRAUTO  79,5 

BC  76  COLOR  2 : PLOT  8-5:DHAWTO  79-8 

DR  77  COLOR  3 : PLOT  e,3:DRAUT0  79,3 


MAY  1985 


mmm 


ANTIC  SOFTWARE  LIBRARY  •  6S 


more  power  and  speed  from  BASIC 


MANIPULATING  STRINGS 


Article  on 
page  32. 


o 


LISTING  1 


RC  le  REH  VTABLEl.BAS 

UN  20  REM  BV  BRIAN  Z-  UEISS 

RH  30  REM  ANTIC  MAGAZINE 

BB  40  REM 

GJ  50  REM  REMARKS  MAV  PRECEDE  THE  DIM  STA 

TEMENT 
PU  60  DIM  A9CZB):DIH  TESTS €401 
PI  70  REH  DIM  TMO  STRING  VARIABLES  IN  TAB 

LE 
ID  80  AS="HELL0":A$C5.S1="E":REM  FOR  DEMO 

NSTRATION  PURPOSES 
QI  100  GOSUB  1000 
OA  150  END 
ON  200  REM 
IC  210  REM  THIS  SUBROUTINE  CAN  BE  APPENDE 

D  TO  ANY  PROGRAM  FOR  A  LIST  OF  VARIABL 

ES 
OR  220  REM 
Wl    1O00  GOSUB  2000 
OK  1010  UNTP=PEEKC130I-^256»PEEKC1311  :REM 

START  ADDRESS  OF  VARIABLE  NAME  TABLE 
SK  1030  WNTEND=PEEKC132J*256»PEEKC133J-l: 

REM  END  ADDRESS  OF  VARIABLE  NAME  TABLE 
MB  1050  FOR  K=VNTP  TO  VNTEND 
TV  1060  BVTE=:PEEK(K3  :REM  CONTENTS  OF  LOCA 

TION  H 
KU  1070  IF  BVTE<128  THEN  ?  CHRS CBVTEl ; : GO 

TO  1150: REM  PART  OF  VARIABLE  NAME 
HH  1085  LNC0UNT=LNC0UNT+1 
FB  1090  IF  BVTE-128=36  THEN  POSITION  30. L 

NCOUNT:?  "STRING" : GOTO  1150 
FD  1100  IF  BVTE-128=40  THEN  POSITION  30-L 

NCOUNT:?  "ARRAY" : GOTO  1150 
KH  1110  ?  CHRS tBVTE-lZ83 ;: POSITION  30,LNC 

OUNT:?  "NUMERIC" 
TH  1150  IF  LNC0UNK20  THEN  1280 
SO  1160  ?  :?  "PRESS  ANY  KEY  TO  CONTINUE": 

POKE  764,255 
YP  1170  IF  PEEKC7643=255  THEN  1170 
LZ  1180  POKE  7e4.255:G0SUB  ZOOO 
MK  120O  NEKT  K: RETURN 
OD  2OO0  GRAPHICS  O:?  "VARIABLE  NAME";:POS 

ITION  30-O:?  "TYPE" 
OL  2O05  ?  " 

" : POSITION  2  -  3 : LNCOUNT  =  2 : RETURN 


LISTING  2 


ND  10  REM  VTABLE2A.BAS 

VN  20  REM  BY  BRIAN  Z.  UEISS 

RH  30  REM  ANTIC  MAGAZINE 

BB  40  REM 

GJ  50  REM  REMARKS  HAY  PRECEDE  THE  DIM  STA 

TEMENT 
PV  60  DIM  AS (281 : DIM  TESTS (40] 
PI  70  REM  DIM  TMO  STRING  VARIABLES  IN  TAB 

LE 
ID  80  AS="HELL0":AS(5,51="E":REM  FOR  DEMO 

NSTRATION  PURPOSES 
QI  100  GOSUB  1000 
OA  150  END 

uv  looe  GOSUB  20oe 

VS  1010  VVTP=PEEK(134)  4^256WPEEK  (1351  :  REH 
START  ADDRESS  OF  VARIABLE  VALUE  TABLE 
HH  1030  VVTEND=PEEK(136I+256«PEEK(1371 :RE 


M  END  ADDRESS  OF  VARIABLE  VALUE  TABLE 
»N  lOSB  FOR  H=VVTP  TO  VVTEND  STEP  8 
TY  1060  BYTE:=PEEK(K)  :REM  CONTENTS  OF  LOCA 

TION  K 
IC  1070  IF  BVTE0129  THEN  NEKT  X:  RETURN 
HE  1075  LNCrJUNT=LNCOUNTHHl 
AK  1076  IF  lNC0UHT<20  THEN  1080 
TR  1077  ?  :?  "PRESS  ANY  KEY  TO  CONTINUE": 

POKE  764-255 
IE  1078  IF  PEEK(7641=255  THEN  1078 
NU  1879  POKE  764, 255 : GOSUB  2000 : LNCOUNT=L 

NCOUNT+1 
UK  1080  FOII  I=K  TO  K+7:  POSITION  (I-K3»5*2 

-LNCOUNT:?  PEEKdJ;"   ";:NEKT  I:?  :NEK 

T  K 
BA  1090  RETURN 

VU    2000    GRAPHICS    O:?    "«*1  «*2  •*3  *t4 

*t5  ittG  *t7  itt8":LHC0UNT=l:  RETURN 


LISTING  3 


NS  10  REM  VTABLE2B.BAS 

VN  20  REM  BY  BRIAN  Z.  UEISS 

RH  30  RKM  antic  MAGAZINE 

BB  40  REM 

SP  SO  REM  REMARKS  CAN  PRECEDE  THE  DIM  STA 

TEMENT 
PW  60  DIM  AS (201: DIM  TESTS (401 
PI  70  REM  DIM  TUO  STRING  VARIABLES  IN  TAB 

LE 
ID  80  AS="HELLO":  AS(5.51=:"E":REM  FOR  DEMO 

NSTRATION  PURPOSES 
QI  100  GOSUB  1000 
OA  150  END 
UU    lOOa  GOSUB  20OO 

YI  lOia  VVTP=PEEK(1341*256»PEEK(1351 
VE  1015  STARP=PEEK(14ei«^256»PEEK(141I  :REM 
START  ADDRESS  OF  VARIABLE  VALUE  TABLE 
PS  1B30  VVTEND  =  PEEK(1361->^256»PEEK(1371  :RE 

M  ENDING  ADDRESS  OF  VARIABLE  VALUE  TAB 

LE 
KH  1H50  FOR  H=VVTP  TO  VVTEND  STEP  8 
TY  1060  BYTE=PEEK(K] :REH  CONTENTS  OF  LOCA 

TION  K 
IC  ]Le70  IF  BVTE0129  THEN  NEKT  X:  RETURN 
HE  i075  LNC0UNT=LNC0UNT+1 
AH  1076  IF  LNCOUNK20  THEN  108O 
TR  1077  ?  :?  "PRESS  ANY  KEY  TO  CONTINUE": 

POKE  764,255 
IE  1078  IF  PEEK(7641=255  THEN  1078 
NM  1079  POKE  764 , 255 : GOSUB  ZOOO : LNCOUNT=L 

NCOUNT«^l 
TV  1080  FOR  I=H  TO  K+l: POSITION  (I-Kl»5+2 

.LHCOUNT:?  PEEKdl;"   ";:NEKT  I 
HIM  1090  ADD=PEEK(K+21+256»PEEK(K+31*PEEK( 

1401 +256»PEEK(1411 
EH  11O0  LENGTH=PEEK(K*41+256»PEEK(K*53 

TP  1110  MAK=PEEk(K+61+Z56»PEEK(K*73 

E.A  1120  POSITION  lZ,LNCOUNT:?  ADD :  POSITIO 

N  ZZ,LNCOUNT:?  LENGTH : POSITION  30,LNCO 

UNT:?  MAK 
(MR  1138  NEKT  K:  RETURN 

CD  ZOaO  GRAPHICS  O:?  "»1    ttZ    ADDRESS 
LENGTH   DIMENSION" : LHCOUNT=l : RETURN 


o 


o 


66  *  ANTIC  SOFTWARE  LIBRARY 


MAY  1985 


LISTING  4 


SE 
UN 
RH 
RU 
LZ 
IM 
RK 

DP 

FL 

FS 
SU 
UP 
UI 
JA 
DU 
VC 
RO 
ES 

CG 


le  REM  UTABLE3.BnS 

20  REM  BY  BRIAN  Z.  MEI5S 

30  REM  ANTIC  MAGAZINE 

48  DIM  AS  til 

50  REM  SIZE  MILL  BE  CHANGED  LATER 

68  gUTP=PEEKC134J+256»PEEKtl35J 

78  GRAPHICS  8 : LIST  : REM  FOR  DEMONSTRAT 

ION  PURPOSES 

100  DL=PEEKt5601*256»PEEKt561J : SCHH=PE 

EKCDL4^4}  +256«PEEKtDL  +  5J 

150  OFFSET=SCRN-PEEKC140J -PEEKC141 J »25 

6 

168    F0UH  =  INTt0FF5ET/'256J 

178    THREE=OFFSET-FlOUH»256 

288  POKE  VVTP  +  2,  THREE:  POKE  UUTP«^3.FOUR 

258  SIZE=488 

268    5IK=INTtSIZE/256J 

278  FIVE=SIZE-SIH»256 

288  POKE  UUTP+4.FIWE:P0KE  WMTP+6,FIWE 

298  POKE  UUTP+5- six: POKE  UVTP+7,5IK 

488  AS  =  CHR$  CB)  :  AS  C40O}  =:CHRS  C03  :  AS  C21  =A 

S 

420  ASt41,45J="t>5,  ,/" 


QK  430  FOR  DEL=1  TO  588:NEKT  DEL 

OZ  458  REM 

LR  468  REM  THIS  ROUTINE  SHOMS  SOME  USES  F 

OR  A  STRING  LOCATED  IN  SCREEN  MEMORY 

SK  588  GRAPHICS  8 

ID  518  AS=:CHRSC81  :  ASC40e}=AS:  ASC21=AS 

MK  528  FOR  B=l  TO  5 : FOR  A=34  TO  58 

OU  538  AS-CHRStA} : AS(4e81=AS: ASt21=AS 

KD  548  FOR  OEL=B«ie  TO  58 : NEHT  DEL:NEKT  A 

RJ  558  FOR  DEL=1  TO  288 : NEKT  DEL : NEKT  B 

JU  568  FOR  B=l  TO  2 

IP  578  AS=CHRSC81  :ASt480):::AS:ASt2)=AS 

PN  580  ASC365. 399)="noMina  this  strins  ar 

ound  is  easy" 
SU  585  A^t371,371J=CHHSt8J :ASt376,376J=CH 

RSCai :ASC383,3833=CHRSt8) : AS t398 , 398J = 

CHRSC8] : ASt393>3931=CHRS(81 
OU  598  FOR  DEL=1  TO  288 : NEKT  DEL 
JD  688  FOR  A=:364  TO  161  STEP  -l:ASCA,A+34 

J=AStA*l, A+35J :F0H  DEL=B»15  TO  38:NEKT 
del: NEKT  A: NEKT  B: GRAPHICS  8 : END 


o 


now  you  can  save  and  edit  your  Info  Bits  files 

SON  OF  INFO  BITS 

LISTING  1 


Article  on  page  45. 


,  SEARCHStl 


2J 


UN  5  REM  INFONEU.BAS 

IF  6  REM  bU  ANDY  BARTON 

QO  7  REM  ANTIC  MAGAZINE 

HM  8  REM  DELETE  ENTRY  ROUTINE  AND  UPGRADE 

G«  9  REM  FOR  INFO  BITS 

LM  10  ?  :?  :?  ■■   loading   INFO  BITS" 

MK  15  GOSUB  2008 

FY  20  POKE  82-8 

RY  38  OPEN  t»2-12-8,"S:" 

MZ  40  ?  ""i":OIM  BSC130J  .RStl28J 

20J , RECORDS  C120 J . SS  C120J 
UV  SO  ?  :?  :?  "  INFO  BITS" 
ZS  60  TRAP  68:?  :V  "   U  ADD  TO  FILE 

SEARCH  FOR  ENTRY" 
RH  61  ?  "  3J  DELETE/' CEDIT  J  ENTR 

V" 
RU  78  INPUT  K 

HO  88  ON  H  GOTO  118.288.300 
LF  188  REM  ADD  TO  FILES 

OPEN  »»3.9.0."0l:INF0BITS.FIL" 

?  :?  "TYPE  ENTRY:" 

INPUT  »5;BS 

IF  BS=""  THEN  CLOSE  ««3:GOTO  60 

?  tt3;BS:GOTO  120 

REM  SEARCH 

OPEN  »»1.4,0."Dl:INFOBIT5.FIL" 

?  :?  "SEARCH  FOR :": INPUT  US: SEARCH 


SE 

118 

VS 

120 

CZ 

125 

LC 

130 

KF 

140 

LG 

288 

PJ 

285 

ES 

218 

5 

MF 

228 

SL 
NY 
YC 
RC 
MP 


AA 
RR 


IF  SEARCHS="ALL"  THEM  1888 
238  GOSUB  588 
248  CLOSE  «tl:GOTO  68 
388  REM  DELETE  ENTRY 
318  ?  "«" 


328  ?  :?  "PRESS 

V 

ST  ENTRY  ABOUE 

338  INPUT  BS 

348  IF  BS="A"  THEN 


SEARCH  FOR  AN  ENTR 
DELETEXtEDITJ  LA 
ABORT" 


68 


HE  358  IF  BS="S"  THEN  458 

YG  368  IF  BS<>"D"  THEN  ?  "♦♦" : GOTO  338 

PJ  378  OPEN  «l,4.8."Dl:INF0BIT5.FIL" 

SS  388  OPEN  «t4.8.8,"Dl:INF0BITS.FIL" 

BN  385  ?  "«" : ?  : ?  "   I'M  working  on  it":? 

:  ? 
TH  398  POKE  752.1: POKE  286. 8: POKE  2e7.0:X 

=USRC1737J :POKE  752.0 

PC  40O  ?  :?  "   ■•s'18Iil'j:^:^:il!V^ai^°tiaiiCM" 

ZD  430  CLOSE  stl :  CLOSE  »4 

NT  435  ?  :?  "EDIT,^HE-ENTER  DELETED  ENTRY 

ABOUE?  BSD" 
EE  440  INPUT  BS:IF  BS<>"Y"  THEN  60 
UH  445  ?  :?  "♦♦♦♦♦OOEJO"  :  OPEN  t«3.  9.  O.  "Dl :  I 

NFOBITS-FIL": POSITION  0.4:?  "EDIT  ENTR 

V:":GOTO  125 
PG  450  OPEN  «1.4-0."Dl:INFOBITS.FIL" 
FE  460  ?  :?  "SEARCH  FOR :": INPUT  nS; SEARCH 

3 
SU  478  GOSUB  500 
AL  480  CLOSE  ttl  :  GOTO  328 
ZC  580  ?  :POKE  752.1: POKE  286. 8: POKE  287. 

8: POKE  226.LENCSEARCHSJ : H=USR C1536. ADR 

tSEARCHSl) :POKE  752.e:HETUHN 
AK  1888  REM  ^■^^-^'^    PRINT  ALL  ENTRIES 
NK  leie  TRAP  248 
PJ  1828  INPUT  ttl:  RECORDS:?  RECORDS :  GOTO  1 

828 
01  1838  INPUT  t*l.BS:RECORDS=BSCll.LENCBSl 

J 
UK  1848  ?  records: NEXT  X 
EB  2800  FOR  A=:1536  TO  1791 :  READ  B :  POKE  A. 

B:NEXT  a 
KL  2001  DATA  104 . 104. 133 . 225 . 104 . 133. 224. 

162.16-32.168.6.162.16.32.184.6.32.86. 

228 . 48 . 92 . 162 . 8 . 168 


continued  on  next  page 


MAY  1985 


ANTIC  SOFTWARE  LIBRARY  •  67 


UD  2802  DflTft  0-189.253.3,42-16,2,41,191,1 

06-209,224,240.11-192-8-240-12-160-0-1 

66-227.76-55,6 
CH  2003  OftTfl  200,196,226,176.15,232,236-8 

8,3-176-287,192-0-208-217-134-227-76-2 

6-6.32-76-6-76-12 
KF  2004  DflTft  6-162.32,169.9-157-66-3-32-1 

98 -  6  - 165 . 84 . 201 . 20 - 176  -  23  - 169  -  253 , 157 . 

68,3,169-3-157 
RY  2005  DATA  69-3.32-86-228.165.206-133.2 

08-165.207-133-209-96.96,169.156.157.6 

8-3.169.6.157.69.3 
EB  2006  DATA  32.86.228-173-252.2.201.255- 

240,249.169.255,141.252-2-169-166-157. 

68.3.169.6.157-69-3 
WY  20O7  DATA  32  -  86- 228 . 76  -  76  -  6 . 160 . 193. 20 

6.217. 160.203.197-217-160-155-125-155, 

169.5. 157-66-3,169.253 
FL  2O08  DATA  157.68,3.169-3.157.69.3.96.2 

30-206,208-2-230.207.169.122.157.72.3. 

169.0,157-73-3 
NP  20O9  DATA  96.104.162-64-169,9,157,66,3 


-32-173-6-162.16,32.168.6.162.16.32.18 

4.6.32.86.228 
JZ  201O  DATA  48.143.165.206.197-208.208.1 

2- 165- 207- 197. 209- 208- 6  -  32  -  76- 6. 76. 217 

-6-162-64-32.190-6 
RC  2011  DATA  32.86.228.76.217.6 
CR  2012  OPEN  tt5.4.0."E:":RETURN 


o 


LISTING  2 


ID  10  REM  INFOnOD.BAS 

PY  20  REM  BY  AHDV  BARTON 

RH  30  REM  ANTIC  MAGAZINE 

SK  40  DIM  INS C131J -OUTS tl223 

SD  50  OPEN  *«l-4-O."01:lNFDBIT5.FIL" 

UK  60  OPEN  »»2.8.0."l[)l:lHF0BITS.FIL" 

KI  70  TRAP  100 

HW  80  INPUT    «l;INS:iBUTS  =  lNStll.LEMCINSJJ 

ZM  90  ?  n2; OUTS : GOTO  88 

KR  100  CLOSE  ttl:  CLOSE  «t2 :  END 


Extra-convenient  menu  program 


LAZY  LOADER 


Article  on  page  35. 


LISTING  1 


UK  1  REM  LAZY  LOADER 
PY  2  HEM  BY  FRANK  WALTERS 
OK  3  REM  ANTIC  MAGAZINE 

RH  18  DIM  DSC13J .DIHSC6J .F5tl5J .TSt200J .M 
Stl36] .ZSC64J :D=49:DIRS="D1:».»":FS="D 

l:" 
BD  15  ZS="2**'-J^*t35aB  16.  7fu?,«-:»8=9-|-i<»>:» 

Jt,^t>-   ••5-.I  +-r»FbGMDB<-r-:»8  =  9- 1-1  ♦«»»-<•■ 
LI  20  FOR  I=0  TO  128  STEP  8 : FOR  J=l  TO  7: 

MStI  +  J3=CHHSt254J  : NEKT  J : MS  CI* J . 1  + JJ =C 

HRSt293 :NEHT  I 
KV  30  POKE  82.0:POKE  83.39:G0SUB  40:G0T0 

300  _,^__^___ 

CF  40  TSI11="I 


T   LAZY  LOfiDER 


UUIM^I  11*1  III  —I 
IB    50    TSteiJ 


>Diret  rory 


I  <l-4>Drive«: 


<RE.r_UaM 


KH  60  TStl613="U 


Ji":  RETURN 


nc  70  TStl29.1321="ta33a":IF  PEEKC7O2J=0  T 

HEN  TStl29.132J  ="11333" 
OT  80  IF  PEEKt702J=128  THEN  TS tl29 , 132J =" 

CTRL" 
TW  90  IF  PEEKt694J  THEN  TS 1129  - 132J ="INWS 

It 

ZK  100  TSt95.95J=CHRStD*128J :DIRSt2-2J=CH 

HS CD) : POSITION  0-0:7  TS:RETURN 
UK  110  TRAP  670:CLOSE  «2 : OPEN  «»2,6,0-DIRS 
UA  120  POKE  82. 14: POSITION  14. 5: FOR  1=65 

TO  90 
CE  130  INPUT  tf2;DS 
LZ  140  IF  DSC11.13J="SVS"  OH  DSC11.13J="E 

KE"  OR  DS tll.l31="0BJ"  OR  DStll.l3J="D 

AT"  THEN  130 
OH  150  IF  DSt4-73="  FHE"  OR  DSC5-83="  FHE 

"  THEN  POP  :G0T0  270 
SB  160  IF  1  =  82  THEN  POKE  82  -  0 : POSITION  O- 

5:?  MS:P0KE  82- 20 : POSITION  20-5 


OH    DSC11.13J="E 
OH    DSC11.13J="D 


OH     DSC5-81: 


FHE 


JD    170    ?    CHRStI*128I ;CHRSC190] ;DSt3) :MEKT 

I 
SF  180  FOR  1=97  TO  122 
CQ  190  INPUT  «2;DS 
FU  280  IF  DStll.l3J="SY5' 

KE"  OR  DStll.l3J="0BJ" 

AT"  THEN  190 
OA  210  IF  DSt4.7J="  FHE' 

"  THEN  POP  :G0T0  270 
KF  220  IF  1=105  THEN  POKE  82 . O : POSITION  O 

.5:?  MS: POKE  82- 26 : POSITION  26,5 
CG  230  IF  1=122  THEN  250 
AG  240  ?  CHHSCI+1283 ;CHHStl90J ;DSt3J 
QA  250  NEKT  I: 1=1-1: IF  DSt4.71="  FRE"  OR 

DSt5-8J="  FRE"  THEN  270 
SP  260  POSITION  12-22:?  "More  files... ":c 

LOSE  »2:THAP  40000: POKE  82. 8 : 1=1-1 : RET 

URN 
KC  270  CLOSE  tt2:TRAP  40000 : POKE  82. O: 1=1- 

1 
SB  280  POSITION  12.22:?  DS; : IF  DSC5.5J=" 

"  THEN  ?  "T"; 
ZD  290  ?  "ORS"; : RETURN  : HEM  CHANGE  ■ ORS • 

TO  "KS"  FOR  DOS  3 
LT  30B  GRAPHICS  O : POKE  752.1: POKE  710.192 

:POKE  709, 198: POKE  712.192 
LO  301  GOSUB  70:GOSUB  110 
UA  302  POKE  694,0: IF  PEEKC7023 =128  THEM  P 

OKE  702-64 
UL  303  GOSUB  70 
YC  304  POKE  764,255:FLG=1 
FQ  305  IF  PEEKt764J=255  THEN  305 
MC  306  IF  PEEKC7643=124  OH  PEEKt764)=6e  T 

HEN  POKE  702. tPEEKt7641-601 :GOSUB  70 : G 

OTO  304 
NU  307  H=PEEKC7643 :IF  N>63  THEN  N=N-64:FL 

G=0 
DU  308  IF  PEEKt702J=64  THEN  FLG=e 
MU  309  IF  PEEKC764J=12  THEN  HUN 
UG  310  FOR  K=l  TO  64 : IF  CHRS CNl <>ZS tK, Kl 


o 


o 


68  *  ANTIC  SOFTWARE  LIBRARY 


MAY  1985 


o 


THEM  314 
KI  311  IF  K<11  THEM  FLG=0 

HB  312  K=fK+47J*32»tFLGJ  .-POP  :GOTO  350 

LF  314  MEKT  K : GOTO  303 

FK  350  POKE  764,255:G05UB  70 : IF  K>48  AND 

K<53  THEN  D-K:GOTO  300 
UO  360  IF  K=4  THEN  POKE  82. 2 : GRAPHICS  0:D 

OS 
PK  390  IF  K<65  THEN  350 
KJ  40O  IF  K>90  AND  K<97  THEN  350 
GY  410  IF  K>I  THEN  350 

CU  420  POSITION  19,3:?  CHRS CK+128J 
FB  430  CLOSE  «1 : TS C140, 1403 =CHRS f K*128J : G 

OSUB  70 
AP  440  F=K-54:IF  F>26  THEN  F=F-6 
IG  450  CLOSE  n2:OPEN  <*2, 6,0,  DIRS 
HF  460  TRAP  670 : FOR  1=1  TO  F 
CP  470  INPUT  «»2;DS 
JS  480  IF  DSC11,13J=:"SVS"  OR  DS  til  ,  13  J  ="E 

HE"  OR  DSC11,13J="0BJ"  OR  DStll,13J="D 

AT"  THEN  470 
AJ  490  NEKT  I : CLOSE  «2 : DS=DS t3, LEN CDSJ J : F 

5C2,21=CHHSCDJ 
JQ    5O0    IF    DSC9,93<>"    "     THEN    538 
KS    510    FOR    1=1    TO    9: IF    DSCI,IJ="    "     THEN    P 

OP  :G0T0  570 
BE  520  FSCI+3J=DStI,Il :NEKT  I 
PT  530  FOR  1=1  TO  8 

F5  540  IF  DStI,IJ="  ■•  THEM  POP  :  GOTO  560 
BK  550  FSCI*3J=DStI,IJ :NEHT  I 


JN    560    FSCI*3,I+3J="-":F0H    J=9    TO    11:IF    D 

StJ,JJ<>"    "    THEN    FStI*43=DStJ,J3 : 1=1*1 

:NEKT    J 
NG     570    T$C142,156}="a[I^^BHHilHBai^H":T5tl 

42,141+LENCFS) J=FS:60SUB  70 
BQ  580  TRAP  590 : POKE  82, 2: POKE  7B2,64:GRA 

PHICS  0:RUN  F5 
MM  590  IF  PEEKtl95J<>21  THEM  670 
AM  600  POKE  82,0:GOSUB  710 
KC  610  CLOSE  »i:OPEN  «tl,  4,  0,  "K:  " 
GF  620  GET  «1.K:IF  K<>89  AND  K<>78  THEN  6 

20 
WF  638  CLOSE  »1 : IF  K=78  THEM  30 
JK  640  ?  CHHSC1253 :G0SUB  70 : POKE  82, 2 : POK 

E  752,0:  POSITION  15,3:?  "lailiaij" :  POSITI 

ON    2,10  

ZB     650    TRAP     40000:?    "PRESS    ■!l^|l|a;a    UHEN" 
ZP     660    ?    "  TO":?    "    ENTER    ";CHRSC34J; 

FS:?     :?     :?    "    RUM"; "♦♦♦♦♦";: NEW 
JJ    670    TRAP     40000 
FO    680    POSITION    20,2:?    "<RETURN>" : POSITIO 

N    21,3:?    "C3HOBBIiIIlEH";PEEKC19S3  ;"i^" 
PN    690    IF    PEEKC7641012    THEM    690 
MV    700    POKE    195,0: POKE    764, 255: RUN 
QF    710    COLOR    160:K=ll:Z=27:F0R    Y=8    TO    16: 

PLOT     K,Y:DRAUTO    Z, Y : NEKT    Y : PLOT    Z, Y-1 
HG    720    POSITION    14,9:?    "lapMMlllMUam" : POSI 

TioN  15,11:?  "Emocsaoi" 

AU  730  POSITION  19-CLEHCFS3/2I ,13:?  FS 
MV  740  POSITION  17,15:?  "BiSHIBQ" :  RETURN 


o 


o 


automatically  run  the  program  of  your  choice 

AUTORUN.SYS 


Article  on  pase  35. 


LISTING  1 


JN  10  REM  ARSMAKEH.BAS 

LJ  20  REM  -  ABC'S  OF  THE  ATARI  COMPUTERS 

Ofl  30  REM  REPRINTED  IN  ANTIC  MAGAZINE 

OL  40  GRAPHICS  0:DIM  AS C128J , BS tl2J 

HP  50  ?  :?  "   This  progran  creates  a" 

50  60  ?  "disk  file  called  AUTORUN.SYS" 

SO  70  ?  "Which  will  RUN  a  SAVEd  BASIC  PPO 

gran.":?  "when  the  disk  is  booted.":? 
QD  80  ?  "   TO  create  an  AUTORUN.SYS  file 

for" 
ZE  90  ?  "the  progran  "; CHRS t34) ; "D : MENU" ; 

CHRSt34J;",  for  exaMple," 
RJ  188  ?  "you'd  type   MENU   and  press  IRE 

TURN] .":? 
HR  110  ?  "   The  resulting  AUTORUN.SYS  fil 

e" : ?  "would  RUN  any  progran  called  MEN 

U  .  "  :  ? 
EE  12B  ?  :?  "ENTER  FILENAME  TO  AUTORUN";: 

INPUT  B5 
YE  138  AStl,63="RUN  D : " : AS C4 , 4 J =CHRS t34J : 

AS  t7 , 7  +  LEM  CBSJ  J  =BS : AS  t7*LEN  CBS J  J  =CHRS  t 

341 
WC  140  OPEN  «1,8,0,"D:AUT0RUH.5YS" 

OR  150  ?  «»i;"UU*/""; 

UY  168  L=123+LEHCASJ-1 

MS  178  PUT  »1.L 

CO  180  PUT  »1,6 

BT  198  FOR  1=1  TO  123 

TL  288  HEAD  D 

KM  218  IF  1=64  THEM  PUT  «1 , LEH CASJ -1 : GBTO 
238 

MAY  1985 


FY  230  NEKT  I 

QI  240  FOR  I=LENCASJ  TO  1  STI 

AN  258  PUT  «1- ASCtAStI,IJ J 

GE  268  NEKT  I 

nJ  270  ?  »i;"ncG!i  Gl  !♦>"' 

LO  288  CLOSE  Ml 

OJ  290  END 

EE  388  DATA  162,0,189,26,3,201-69,248,5,2 

32 
15  318  DATA  232,232,288,244,232,142,185,6 

,189,26 
EE  328  DATA  3,133,285,169,187,157,26,3,23 

2,189 
LM  330  DATA  26,3,133,286,169,6-157.26,3,1 

60 
WO  340  DATA  0,162,16,177,285,153,107,6,20 

8,202 
KI  350  DATA  208,247,169,67,141,111,6,169, 

6-141 
MN  368  DATA  112,6,169,18-141,186-6,96,172 

,106 
EZ  370  DATA  6,248,9,185-123,6-286,186,6,1 

60 
VH  388  DATA  1,96,138,72,174,185,6,165,285 

,157 
FD  398  DATA  26,3,232,165,206-157,26-3,184 

,  178 
HB  400  DATA  169,155,168,1,96,0,8,0,0,0 
ZY  410  DATA  8,8,0,0-0,0.0,8,8,76 
HE  428  DATA  0-8,8 

ANTIC  SOFTWARE  LIBRARY  *  69 


assembly  lansuase 


enhanced  dot-by-dot  picture  dissolves 


FADER  II 

LISTING  1 


Article  on  pase  57. 


Z5 
QB 
RH 
ZU 
KI 


MH 
Fft 
QK 

BP 

P5 

CC 

UK 

GJ 

KJ 

UG 
ET 
IH 
BU 
JH 
TO 

HD 


18  REM  FflDERII.BAS 

28  REM  BY  PfiTRICK  DELL ■ ERA 

38  HEM  OMTIC  MAGAZINE 

48  CLR  :DIM  FHS C28J  -  TEMPS C28J  . AHS C93J 

50  CLOSE  ttl:  GRAPHICS  8:?  :?  :?  :  TRAP  4 

8888: POKE  718,98 

68  ?  "1.  Insert  a  DOS  2.0  disk"':?  •■ 

into  your  driue." 

78  ?  :?  "2.  Type  in  the  filenane  o*  th 

e":?  ••    resulting  object  file.":?  :  IH 

PUT  FHS 

88  TRAP  158 

90  IF  LEN(FN51<3  THEM  118 

100  IF  FHStl,lJ="D"  AHD  IFH5 tZ .Zi -" ■" 

OR  FMSt3.3J=":"3  THEM  148 

118  TEMPS  tl , 21 ="D : " : TEMPS  C3J  =FHS : FMS  =  T 

EMPS 

128  TRAP  138:0PEM  »1- 4. 8. "D : DOS . SYS" : C 

LOSE  »l:GOTO  148 

138     ?     :  ?    "■«;M:^;>if  ;'MJiWkMsM>1ifcfMtH"  :  F 

OR  K=l  TO  250:HEKT  K : GOTO  58 

140  TRAP  158:0PEN  »1, 8 . 8, FHS : CLOSE  wl : 

GOTO  170 

158  ?  :? 

1  TO  250:MEKT  H:G0T0  58 

178  ?  :- 


ILLE&AL  FILEHAHg  • 


':FOR    K  = 


:FLAG=8:TRAP     182 
188    RESTORE     : HEAD     LM : C=l : DIM    AS tLNl 

181  TRAP  230:GOTO  198 

182  FLAG=l:POKE  712-4:0PEM  «1,8,8.FMS 
190  AHS="":HEAD  ARS 

200  FOR  K=l  TO  LENCARSl  STEP  3 

215  IF  FLAG  THEN  PUT  «1 . UAL t ARS CK - K+2 J 

J:MEKT  H:THAP  280 : GOTO  198 

228  ASCC.CJ=CHHS tUALCARS tK,K  +  2J J  J  :C  =  C  + 

l:NEKT  K:G0T0  198 


KH  238  MUMHI=INTCLN/256J :HUMLO=LH-HUMHI»2 

56 
AT  248  OPEN  M1.8.8.FMS 
UA  258  AD=ADR CASJ : ADHI=IMT CAD/256J : ADLO=A 

D-ftDHI«256 
RK  268  IO=848:POKE  I0+2.1l:P0KE  10+4, ADLO 

:POKE  10+5. ADHI: POKE  10+8 , MUMLO : POKE  I 

0+9,NUMHI 
TK  278  K  =  USH  tADRt"hhhi3LUia"J  ,16J 
TW  288  CLOSE  «1 :  POKE  712,8:?  "'jMtTiKI  J^:*i4q 

■" 
OM  1080  DATA  988 
DF  1882  DATA  255255O8ee622510&28820492382 

24876088863169255133224832082862166224 

224026248838224813248889224 
WY  1084  DATA  0072882391332340760110621332 

0503  2802862133206032002062133287832882 

862133288832082862133204076 
LH  1006  DATA  8118621690001332361332301658 

8813322413322816508913  322513  3229032008 

0638  72162000134227041128133 
K2  1008  DATA  2351048411271332262080188328 

08063133227032008063133226198226165235 

288842832888863133233876158 
TK  1818  DATA  8621982261692551972262882451 

9822716925519722728823724  8195198226169 

255197226288888198227169255 


KF  1812  DATA  1972272481790320880631332331 

69002197234248082248289165233160880145 

224  824169888101224133224169 
UG  1814  DATA  8801812251332252382381698961 

9723828884  716988119  7236288824824169801 

101228133228133224169000133 
MQ  1816  DATA  2361332301012291332291332258 

76240862238236824169848101228133224169 

880133238101229133225165235 
HZ  1818  DATA  2481762081471652331600881452 

24252862247063238224288882238225165235 

248158208236162816169880157 
CN  1020  DATA  0720031570730030320862288488 

81896184184076135065162816169812157866 

883876886228157869803152157 
UF  1022  DATA  0688031690031570660838320862 

2804  8881896832829863188010880001008064 

882816128804032165008133128 
GP  1024  DATA  1331301690801331871690071971 

87176001096166187169000141040032169254 

285848832144819138872174848 
BA  1026  DATA  0321888438321841780321840632 

38048832876095063138872162255188043032 

104178832184863173811032048 
EP  1028  DATA  8411641871928022080861852038 

00141196002192083288886185203008141197 

082192884288886185203008141 
AN  1838  DATA  1908021920052080051652041412 

00802230187076081063173809032133129173 

010032133131169888141841832 
NI4  1832  DATA  1690292858410321760010961771 

20861063063208010189063063073255849130 

076226063017130145130238129 
NP  1034  DATA  2381312321388418871782388418 

3287619986317388186214118524886324  3064 

065162001134009134203202142 
LB  1036  DATA  8688821348651381570430322322 

88249142848032169255133133077040032072 

133132010176085070133076025 
UZ  1038  DATA  0641730102100371331971322488 

82176245141042032170189843032168104072 

178189043832174842832157843 
UB  1848  DATA  0321841781521578438322388488 

322302O32O8194162O96032O31063169O12157 

874803169800157075003160193 
BE  1842  DATA  1698658328390631691281412000 

82173848882133128173849882133129160883 

169878145128168006169014145 
TK  1044  DATA  1282O81920992O82471690781451 

28288288288177128281815288887169814145 

128288288243141818032165089 
YM  1046  DATA  1410100321730100320562330321 

41009032173009032133089169001133186032 

029063169086157874883169888 
GU  1848  DATA  1578758831681841698658320390 

63132187165186197187144835162816169019 

157O68003169O32157069083169 
CL  1858  DATA  8281578728831698001570738031 

69085157866883832086228048192230107208 

214032029063244064195065173 
BN  1052  DATA  828O322818322O8178162O021891 

84065157018032202016247232224008240007 

189021O322O1O322O8244172029 
PK  10S4  DATA  0321690461570210321522321570 


70  •  ANTIC  SOFTWARE  LIBRARY 


MAY  1985 


o 


21932133203169873232157821032169867232 

157821832169155232157021832 
NG  1056  DfllTfl  0320298631690841578740831698 

00157075003160818169832032839863173809 

032133089169007162016157866 
JM  1858  DATA  8831642831920802888838760070 

62165O88157068OO3165089157069O03169OOO 

157O7200316983O157O730O3O32 
AE  1060  DATA  0510630320080631332040320088 

63133285832888863133286832888863133287 

032071863032829063169008133 
CD  1862  DATA  8771338191650192858888621768 

25173031288201005208003076057063201003 

208007169006205031208208251 
EJ  1312  DATA  2010062882242301860761770640 

68849858042046063073067155083858155224 

0O2225OO2243B63 


AE    390    DRWIIUM=DHUMUM+1- tDHUHUM=52J»4 

OH    480    G0TO    268 

SG  418  IF  PEEKt7643=14  THEN  WAIT=WAIT-1+ C 

UAIT=8J»256:G0T0  268 
DY  420  MAIT=WAIT*1- tWAIT=255)»256 
ON  438  GOTO  268 
TV  440  POINT  »2, SECTOR, BYTE: PUT  «»2,MAIT:P 

UT  n2,DRUNUM 
ST  450  GRAPHICS  O 
KZ  460  CLOSE  «2 : CLOSE  ttl : POKE  82- 2: POKE  7 

52,0:END 
FA  470  IF  PEEKtl95i=17a  THEM  POSITION  6.1 

0 
SZ  480  GRAPHICS  O 

DB  490  ?  "a**Error  »■■;  PEEKC195J  ; "  at  line 
«";PEEKtl86J+256»PEEKC187J ;".".G0T0  4 

68 


LISTING  2 


o 


o 


UO  5  REM  FADER  II  MODIFIER 

QA  18  REM  BV  PATRICK  DELL • ERA 

HP  15  REM  ANTIC  MAGAZINE 

MB  28  DIM  FILES tl2J> FILENAMES tl6J 

OE  30  CLOSE  «l:0PEN  wl , 4 , 8  - "K: " 

RU  48    GRAPHICS    0 : PBKE    752,i:PBKE    712-144: 

PBKE     718,146:P0KE    788-158 

IX  58    POSITION    18,1:?     ;  ■■  ign»H;»»M;[ll>JH  jB 

a  ■■ 

QM  68  POSITION  5- 4: POKE  82,5        

iMiiai" 


':PeSITIO 


lOflO^ 


CE    78    ? 

CM    88    K=9:Y=5 

UD    98    FILENAMES="Dl: 

N  K-3-Y:?  FILENAMES 
YB  100  FILES  =  '"' 
BT  llO  GET  »1-A 
10  120  IF  LEHCFILESJ=12  AND  A<>  ASC  f'«  "J  T 

HEN  ?  "Q":G0T0  110 
DJ  130  0KAY=8:IF  tA>64  AND  A<91J  OR  A=46 

OR  CA>47  AND  A<58J  THEN  0KAY=1 
LI  148  IF  OKAY  THEN  POSITION  K,Y:?  CHRS tA 

J ; :FILESCLENtFILESJ*lJ=CHRSCAJ : K=K*1 : G 

OTO  110 
YS  150  IF  A=155  THEN  200 
FP  168  IF  A<>ASCC"<"3  THEN  118 
OJ  170  IF  LENCFILE3J=1  THEN  K=9 : FILES="" : 

POSITION  K,Y:?  M6 ;"-";: GOTO  110 
UL  188  IF  NOT  LEN tFILES J  THEN  118 
AP  198  K  =  K-l:  POSITION  K,Y:?  M6;  "-■•;:  POSIT 

ION    K,Y:FILES=FILEStl,LENtFILESJ-lJ : GO 

TO  110 
KC  280  IF  FILEStLENtFILESJ J="-"  THEN  FILE 

S=FILESCLENtFILESJ-lJ :G0T0  200 
NS  210  FILENAMES C4 J =FILES 
HY  220  TRAP  470 :  CLOSE  «2  :  OPEN  «»2,12,0,FIL 

ENAME5 
EU  230  NOTE  »«2  ,  SECTOR- BYTE  :  BYTE  =  6  :  POINT  » 

2-5ECT0R,BYTE 
CW  248  GET  »2-MAIT 
EU  258  GET  «2-DRUNUM 
JT  268  P8SITI0N  5,9:?  "  tTtl'iJW-flB 

DRVNUMl  

KM    278    P8SITI0N    5,11:?     "   UilHiUBJlill 

MTtUAIT»4.27+8.85J  ;■•    secondsuaU" 
RD    280    POSITION    5,13 
EE    298     • 


:CHRS t 


OPTTDHTTHRNGE^    DRIVE    » 


US 

300 

? 

UD 

318 

? 

KK 

320 

? 

ZA 

338 

? 

SO 

340 

? 

KC 

350 

? 

NA 

368 

? 

OH 

370 

A 

NF 

380 
8 

A 

MA 

y  1985 

SELECT    CHHKGE5    PTniSE   T3HE 


START    S ffWETSIIHaHEES 


=PEEKC53279J :IF    A=7     THEN    378 
=A-2:OH    A    GOTO    398,378,418,448,37 


LISTING  3 


8188 

,-FADERI] 

[.M65 

8181 

,-BY  PATRICK  DELL  "ERA 

8182 

; ANTIC  MAGAZINE 

8184 

0185 

PROGRAM 

=  S3E00 

8106 

BUFFER  = 

=  S2007 

0107 

; External  reference  equates 

0108 

LBL:ie5 

=  BUFFER+2 

01O9 

LBL:106 

=  BUFFER+3 

8110 

LBL:091 

=  BUFFER*4 

0111 

LBL:064 

=  BUFFER+SeB 

0112 

LBL:121 

=  BUFFER+S8D 

0113 

LBL:125 

=  BUFFER+S8E 

0114 

LBL:127 

=  BUFFER+S16 

8115 

LBL:08e 

=  BUFFER+S21 

0116 

LBL:187 

=  BUFFEH+S22 

0117 

LBL:083 

=  BUFFER+S23 

0118 

LBL:078 

=  BUFFER+324 

0119 

;End  of 

external  references 

O120 

ei21 

; system 

equates  used 

0122 

BOOT  = 

S09 

0123 

DOSUEC  = 

=  S0A 

0124 

RTCLOK  = 

=  S12 

0125 

SOUNDR  = 

=  S41 

8126 

ATRACT  : 

=  S4D 

8127 

SAUMSC  = 

=  S58 

8128 

SDLSTL  = 

=  S023e 

0129 

SDLSTH  = 

=  S8231 

8138 

COLDST  = 

=  S8244 

8131 

RUNADR  = 

=  S82E0 

8132 

C0L0R8  = 

=  S82C4 

8133 

COLORl  : 

=  S82C5 

8134 

COLOR2  = 

=  S82C6 

0135 

C0L0R4  = 

=  S82C8 

0136 

ICCOM  = 

S0342 

8137 

ICBAL  = 

S8344 

8138 

ICBAH  = 

S8345 

0139 

ICBLL  = 

58348 

0148 

ICBLH  = 

S8349 

8141 

ICAKl  = 

Se34A 

8142 

ICAK2  = 

S834B 

8143 

CONSOL  : 

=  SD81F 

8144 

RANDOM  = 

=  SD20A 

8145 

ciog  = 

SE456 

8146 

EOL  = 

S9B 

8147 

; End  Of 

systen  equates 

8148 

;Zero-pa3e  e<iuates 

8149 

PIC.CTH 

=  SE8 

8158 

H89  = 

SEA 

continued  on  next  page 


ANTIC  SOFTWARE  LIBRARY  •  71 


B151  CTHl  =   SBft 

6152  CTR2  =   SBB 

0153  SUCOLR  =  sec 

8154  PICTVPE  =  see 

ei55  N16  =  SEC 

8156  M17  =    SE6 

8157  HIS  =    SE4 

8158  M19  =     SEl 

8159  HZ2  =     SE3 
8168  N23  =     SEB 

8161  N24  =    SE2 

8162  1127  =     SE9 

8163  N41  =     SSe 

8164  N42  =    $81 

8165  N54  =    S82 

8166  N55  =     S83 

8167  M59  =    584 

8168  N68  =     S85 

8169  :Entl  of  zero-page  e«iuates 

8178       -PAGE  "Main  progran   11,^18/84 


8171 
8172 
8173 
8174 
8175 
8176 
8177 
8178 
8179 
8188 
8181 

8182 

8183 

8184 

8185 

8186 

8187 

8188 

6189 

8198 

8191 

8192 

8193 

8194 

8195 

8196 

8197 

8198 

8199 

8288 

8281 

8282 

8283 

8284 

8285 

8286 

8287 

8288 

8289 

8218 

8211 

8212 

8213 

8214 

8215 

8216 

8217 

8218 

8219 

8228 

8221 

8222 

8223 

8224 

8225 

8226 


;prograM  st;art: 

;  First  two  bytes  are  uariabies 
;  indicating  the  Pause  length 
;  and  the  Drlwe  at  pictures  are 
;  read  from. 


PROGRAM 


UAIT 


.BVTE  2 


DRNUM 


■  BVTE 


; Routine  to  load  conpressed 
;  files. 

READ.HDR 

mC    PIC.CTH 

JMP    GET. BVTE 
PICLDR 

LDA    ttSFF 

STA  PIC.CTR 
LBL:e87 

JSR  READ.HDR 

LDK  PIC.CTR 

CPK  «tSlA 

BED  LBL:886 

CPK  **S8D 

BEQ  SUCOLR.PXC 

CPK  tt7 

BNE  l.BL:887 

STA  N89 

JMP  LBL:8e7 
SUCOLR.PXC 

STA  SVCOLR+1 

JSR  READ.HDR 

STA  SUCOLR«^2 

JSR  READ.HDR 

STA  SVCOLR+3 

JSR  READ.HDR 

STA  SVC0LR«^4 

JSR  READ.HDR 

STA  SUCOL.R 

JMP  LBL:887 
LBL:e86  LDA  *t8 

STA  N16 

STA  M17 

LDA  SAUMSC 

STA  PIC.CTH 
STA  N18 
LDA  SAWMSC+1 
STA  PIC-CTR+l 
STA  N18«l 
LBL:838  JSR  GET. BVTE 
PHA 
LDK  tt8 


8227 

5TK  M22 

8228 

AND  *tS88 

8229 

STA  1123 

8238 

PLA 

8231 

AND  *tS7F 

8232 

STA  N24 

8233 

BNE  LBL: 825 

8234 

JSR  GET. BVTE 

8235 

STA  M22 

8236 

JSR  GET. BVTE 

8237 

STA  M24 

8238 

LBL 

.:e25  DEC  N24 

8239 

LDA  H23 

8248 

BNE  LBL: 826 

8241 

JSR  GET. BVTE 

8242 

STA  H27 

8243 

LBL 

.  :e29 

8244 

JMP  LBL: 828 

8245 

LBL 

.  :832  DEC  N24 

8246 

LDA  »SFF 

8247 

CMP  H24 

8248 

BNE  LBL: 829 

8249 

DEC  H22 

8258 

LDA  aSFF 

8251 

CMP  H22 

8252 

BNE  LBL: 829 

8253 

BEQ  LBL: 838 

8254 

LBL 

:e36  DEC  N24 

8255 

LDA  ««SFF 

8256 

CMP  N24 

8257 

BNE  LBL: 826 

8258 

DEC  N22 

8259 

LDA  «SFF 

8268 

CMP  N22 

8261 

BED  LBL: 838 

8262 

LBL 

:826  JSR  GET ■ BYTE 

8263 

STA  N27 

8264 

LBL 

:e28  LDA  tt2 

8265 

CMP  H89 

8266 

BEO  LBL: 831 

8267 

LBL 

:835  BEa  LBL: 832 

8268 

LDA  N27 

8269 

LDV  ne 

8278 

STA  tPICCTHJ-V 

8271 

CLC 

8272 

LDA  t*S58 

8273 

ADC  PIC.CTR 

8274 

STA  PIC.CTR 

8275 

LDA  M8 

8276 

ADC  PIC.CTR*! 

8277 

STA  PIC.CTH+1 

8278 

INC  N17 

8279 

LDA  ttsee 

8288 

CMP  N17 

8281 

BNE  LBL: 833 

8282 

LDA  **1 

8283 

CMP  N16 

8284 

BNE  LBL: 834 

8285 

CLC 

8286 

LDA  ttl 

8287 

ADC  N18 

8288 

STA  N18 

8289 

STA  PIC.CTR 

8298 

LDA  ne 

8291 

STA  H16 

8292 

STA  N17 

8293 

ADC  H18+1 

8294 

STA  N18*l 

8295 

STA  PIC.CTH*! 

8296 

JMP  LBL: 833 

8297  LBL: 

834  INC  N16 

8298 

CLC 

8299 

LDA  nS28 

8388 

ADC  N!8 

8381 

STA  PIC.CTR 

8382 

LDA  *t0 

8383 

STA  N17 

o 


o 


o 


72  *  ANTIC  SOFTWARE  LIBRASY 


MAY  1985 


o 


o 


o 


8384 

ADC 

1118+1 

8385 

STft 

PIC.CTR+1 

8386 

LBL 

:833 

LDA  M23 

8387 

BED 

LBL : 835 

8388 

LBL 

-.837 

BNE  LBL: 836 

8389 

LBL 

:831 

LDA  N27 

8318 

LDY 

»e 

8311 

STA 

CPIC.CTH3 ,V 

8312 

IHC 

PIC.CTH 

8313 

BNE 

LBL: 831.1 

8314 

IMC 

PIC-CTH+l 

8315 

LBL 

:831. 

1 

8316 

LDA 

N23 

8317 

BEO 

LBL: 835  ; Forced  branch 

8318 

BNE 

LBL : 837  ; 

8319 

8328 

;cie  Uti 

i 1 ities 

8321 

8322 

GET 

-BVTE 

8323 

LDM 

«tS18 

8324 

LDA 

1*8 

8325 

STA 

ICBLL.K 

8326 

STA 

ICBLH.K 

8327 

JSB 

CIOU 

8328 

BMI 

LBL : 838 

8329 

RTS 

8338 

LBL. 

:838 

PLA 

8331 

PLA 

8332 

J  MP 

MIC.l 

8333 

CLOSE -CHI 

8334 

LDH 

ttS18 

8335 

CLOSE -CHe 

8336 

LDA 

«»S8C 

8337 

STA 

ICCOM.K 

8338 

JMP 

CIOU 

8339 

OPEN.l 

8348 

STA 

ICBAH.K 

8341 

TVA 

8342 

STA 

ICBAL.K 

8343 

LDA 

tt3 

8344 

STA 

ICCOM.K 

8345 

LBL 

:848 

JSR  CIOW 

8346 

BHI 

EKIT 

8347 

RTS 

8348 

EKIT  JSR  CLOSE. CHI 

8349 

JMP 

tDOSVEC) 

8358 

8351 

:Px> 

cture  fader  routine 

8352 

8353 

nSKTBL 

8354 

.BYTE  S81-S88.S4e.S82 

8355 

.BYTE  S18,S8e.Se4.S28 

8356 

FflDEIN 

8357 

LDA 

SAVMSC 

8358 

STA 

N41 

8359 

STA 

N54 

8368 

LDA 

tt8 

8361 

STA 

CTR2 

8362 

LBL 

:184 

LDA  t*7 

8363 

CMP 

CTH2 

8364 

BCS 

LBL: 887 

8365 

RTS 

8366 

LBL 

:887 

LDK  CTR2 

8367 

LDA 

*t8 

8368 

STA 

LBL: 888 

8369 

LBL 

:898 

LDA  ttSFE 

8378 

cra> 

LBL : 888 

8371 

BCC 

LBiL:888 

8372 

TKA 

8373 

PHA 

8374 

LDK 

LBL: 888 

8375 

LDY 

LBL:878.K 

8376 

PLA 

8377 

TAK 

8378 

JSR 

LBL : 889 

8379 

IHC 

LBL: 888 

8388 

JMP 

LBL: 898 

'  1985 

0381 

LBL 

.  =  888  TKA 

8382 

PHA 

8383 

LDK  »«SFF 

8384 

LDY  LBL : 878. K 

8385 

PLA 

8386 

TAK 

8387 

JSR  LBL: 889 

8388 

LDA  LBL: 891 

8389 

BMI  LBL: 892 

8398 

LDY  CTR2 

8391 

CPV  «2 

8392 

BNE  LBL : 893 

8393 

LDA  SgCOLR-l.V 

8394 

STA  COLOR8 

8395 

LBL 

:893 

8396 

CPV  **3 

8397 

BNE  LBL : 896 

8398 

LDA  SWCOLR-l.Y 

8399 

STA  COLORl 

8488 

LBL 

:896 

8481 

CPY  »»4 

8482 

BNE  LBL: 899 

8483 

LDA  SVCOLR-l.Y 

8484 

STA  COLOR? 

8485 

LBL 

:e99 

8486 

CPY  ««5 

8487 

BNE  LBL : 892 

8488 

LDA  SUCOLR 

8489 

STA  COLOR4 

8418 

LBL 

:892  INC  CTR2 

8411 

JMP  LBL: 184 

8412 

LBL 

:889 

8413 

LDA  LBL: 185 

8414 

STA  N42 

8415 

LDA  LBL: 186 

8416 

STA  N55 

8417 

LDA  1*8 

8418 

STA  LBL:ie7 

8419 

LBL 

:113  LDA  «S1D 

8428 

CMP  LBL: 187 

8421 

BCS  LBL: 188 

8422 

RTS 

8423 

LBL 

:188  LDA  CN411.Y 

8424 

AND  MSKTBL.K 

8425 

BNE  LBL: 111 

8426 

LDA  MSKTBL.K 

8427 

EOR  »SFF 

8428 

AND  tN54I.Y 

8429 

JMP  LBL: 112 

8438 

LBL: 

:lll  ORA  CN54).Y 

8431 

LBL: 

:112  STA  CH541.Y 

8432 

INC  N42 

8433 

INC  N55 

8434 

INK 

8435 

TKA 

8436 

AND  **7 

8437 

TAK 

8438 

INC  LBL: 187 

8439 

JMP  LBL: 113 

8448 

8441 

;Prosran  Entru 

8442 

8443 

START 

8444 

LDA  DRNUM    ; User  alterable 

8445 

STA  DDVC«^1   :  drive  n 

8446 

LDK  *tl        :  Tel  IS  susten 

8447 

STK  BOOT      ;no  Coldstart 

8448 

STK  PICTYPE  ;and  initialize: 

8449 

DEK 

8458 

STK  COLDST 

8451 

STK  SOUNDR   ; No  disk  sound 

8452 

8453 

;Bu  j 

Lid  randon  table  for    fadins 

8454 

jpicture. 

8455 

continued  on  next  page 
ANTIC  SOFTWARE  LIBRARY  •  73 


8456 
8457 
8458 
8459 
8468 
8461 
8462 
8463 
8464 
8465 
8466 
8467 
8468 
8469 
8478 
8471 
8472 
8473 
8474 
8475 
8476 
8477 
8478 
8479 
8488 
8481 
8482 
8483 
8484 
8485 
8486 
8487 
0488 
8489 
8498 
8491 
8492 
8493 
8494 
8495 
8496 
8497 
8498 
8499 
8588 
8581 
8582 
8583 
8584 
8585 
8586 
8587 
8588 
8589 
8518 
8511 
8512 
8513 
8514 
8515 
8516 
8517 
8518 
8519 
8528 
8521 
8522 
8523 
8524 
8525 
8526 
8527 
8528 
8529 
8538 
8531 
8532 
8533 


UBL:e79 
ST  ft 
XNK 
BNE 
STK 

I.BL:881 
LDA 
STft 
EBR 
PHA 
STft 

LBL:862 
BCS 
LSR 
JMP 

LBL.:861 
AND 
CMP 
BEQ 
BCS 

I.BL:863 
STft 
TAK 
LDft 
TflV 
PLft 
PHA 
TAK 
LDA 
LDK 
STA 
PL.A 
TAK 
TVA 
STA 
XNC 
XNC 
BNE 


TKA 
l.Bl.:e78,X 

LBI.:879 
LBL:888 

USFF 

N68 

LBI.:888 

N59 

ASL  A 

i.BL:861 

H68 

l.BL.:e62 

LDA  RANDOM 

N68 

N59 

LBL:863 

LBL : 861 

LBL:883 

LBL:878>X 


LBL : 878. K 
LBL : 883 
LBL: 878, K 


LBL: 878. K 
LBL: 888 
PICTVPE 
LBL : 881 


;Build  screen  dislpaw  list  by 
;closin9  Channel  6 

LDK  «*S6e 

JSR  CLOSE -CHe 

jThen  open  GRAPHICS  8+16 

LDA  ttS8C 

STA  ICAHl.X 

LDA  **8 

STft  ICftK2.K 

LDV  »  <SDVC 

LDA  »  >SDWC 

JSR  OPEN.l 

;Giue  screen  sone  color  and 
;nodify  display  list  to 
;ANTIC  E  CGRAPHXCS  7*i     display 
;  list 


LDA 
STA 
LDA 
STA 
LDA 
STA 
LDV 
LDA 
STA 
LDV 
LBL: 871 
STft 
XNV 
CPV 
BNE 
LDA 
STA 
XNV 


t<$8e 
C0LaR4 
SDLSTL 
N41 

SOLSTH 
N42 
W3 

»S4E 
CN411 .Y 
**6 

LDA  ttSBE 
tN41J.V 

**$63 
LBL: 871 
«»S4E 
(N41) ,V 


8534 
8535 
8536 
8537 
8538 
8539 
8548 
8541 
8542 
8543 
8544 
8545 
8546 
8547 
8548 
8549 

8558 

8551 

8552 

8553 

8554 

8555 

8556 

8557 

8558 

8559 

8568 

8561 

8562 

8563 

8564 

8565 

8566 

8567 

8568 

8569 

8578 

8571 

8572 

8573 

8574 

8575 

8576 

8577 

8578 

8579 

8588 

8581 

8582 

8583 

8584 

8585 

8586 

8587 

8588 

8589 

8598 

8591 

8592 

8593 

8594 

8595 

8596 

8597 

8598 

8599 

8688 

8681 

8682 

8683 

8684 

8685 

8686 

8687 

8688 

8689 

8618 


XNV 
XNV 
LBL =873  LDft  CN411 . V 
CMP  »S8F 
BNE  LBL: 872. ft 
LDft  ttSBE 
STA  CM41J.V 
XNV 
BNE  LBL : 873 

;Set  pointers  to  a  hidden 

; screen  used  to  fade  new 

;picture  into  old. 

. 

LBL: 872. A 

STA  LBL: 186 

LDA  SAUMSC+1 

STA  LBL: 186 

LDA  LBL: 186 
SEC 

SBC  «tS28 

STA  LBL: 185 

LDA  LBL: 185 

STft  SftWMSC*l 

;Set  ctr  to  point  to  first 
;picture . 

FIRST- PIC  LDft  »»1 
STft  CTHl 

; Open  the  disk  directory  for 
; read ins. 

NKT.PXC 

JSR  CLOSE. CHI 

LDft  as 

STft  ICAHl.K 

LDA  *te 

STA  XCAK2.K 

LDV  »  <DDUC 

LDft  »  >DOVC 

JSR  OPEN.l 

STV  CTR2     ;V=8  always... 

:Read  filenanes  'til  CTR2=CTH1. 
;CTH1  is  index  to  which 
;picture  was  last  shown. 


o 


o 


LBL: 119 
CMP 
BCC 
LDK 
LDA 
STA 
LDA 
STA 
LDA 
STA 
LDA 
STA 
LDA 

STft 
JSR 
BMX 
XNC 
BNE 


LDA  CTRl 

CTR2 

LBL: 118 

«S18 

«  <LBL: 864*1 

XCBftL.K 

«  > LBL: 864*1 

XCBAH.K 

**28 

ICBLL.K 

<*8 

ICBLH.H 

«5 

ICCOM.H 
CIOV 

FIRST. PIC 
CTH2 
LBL: 119 


74   *  ANTIC  SOFTWARE  LIBRARY 


;Have  read  the  correct  »  of 
;filenanes.   Now  check  if 
;this  is  a  FREE  SECTORS  Messase. 
;lf  yes,  start  froM  1st  picture. 

LBL: 118 

JSR  CLOSE. CHI 

LDft  LBL: 121 

CMP  *t$2e 

MAY  1985 


o 


i 


o 


o 


o 


8611 
0612 
8615 
8614 
8615 
8616 
8617 
8618 
8619 
8628 
8621 
8622 
8623 
8624 
8625 
8626 
8627 
8628 
8629 
8638 
8631 
0632 
0633 
8634 
8635 
8636 
8637 
8638 
8639 
8648 
8641 

8642 
8643 
8644 
8645 
8646 
8647 
8648 
8649 
8658 
8651 
0652 
8653 
8654 
8655 
8656 
8657 
0658 
0659 
0668 
8661 
8662 
8663 
0664 
8665 
8666 
0667 
0668 
0669 
0678 
8671 
8672 
8673 
8674 
0675 
0676 
8677 
8678 
0679 
0680 
0681 
0682 
0683 
0684 
0685 
8686 
8687 


BME  FIRST. PIC 

;St:ick  "Dl:"  in  front  of 
; f i lenane . 

LDK  *t2 
NAME -LOOP  LDA  DDUCK 
STA  LBL:864>K 
DEH 
BPL  NAME. LOOP 

;Then  reforn  nane  wittt  no 

; spaces,  a  period,  the  extender, 

;and  an  end-of-line. 

# 

NAME. LOOP .1  INK 

CPK  »t8 

BEQ  NAME -LOOP .2 

LDA  LBL:125,K 

CMP  »tS2e 

BNE  NAME. LOOP. 1 
NAME. LOOP. 2  LDV  LBL : 127 

LDA  «• . 

STA  LBL: 125, K 

TVA 

INK 

STA  LBL: 125, K 

STA  PICTVPE 

LDA  «•! 

INK 

STA  LBL: 125, K 

LDA  tt'C 

INK 

STA  LBL:125,H 

LDA  ttEOL 

INK 

STA  LBL: 125, K 

;Open  the  picture  for  readins. 


JSR 

CLOSE. CHI 

LDA 

M4 

STA 

ICAK1,K 

LDA 

tt8 

STA 

ICAK2.K 

LDV 

*t  <LBL:e64 

LDA 

*s  >  LBL:  864 

JSR 

OPEN.l 

LDA 

LBL: 105 

STA 

SAUMSC+1 

LDA 

«»7 

LDK 

ttsie 

STA 

ICCOM,K 

;lf  the  extender  is  "PIC*  then 
;go  to  coMpressed  picture  load 
; routine . 

LDV  PICTVPE 

CPV  ««"P 

BNE  MIC 

JMP  PICLDR 


: otherwise. 


do  standard  load. 


MIC 


LDA 
STA 
LDA 
STA 
LDA 
STA 
LDA 
STA 
JSR 
JSR 
STA 


SAVMSC 

ICBAL.K 

SA«MSC*1 

IC8AH,K 

**0 

ICBLL,K 

tt$lE 

ICBLH,K 

LBL: 840 

GET. BYTE 

SUCOLR 


0688  JSR  GET. BYTE 
8689  STA  SUCOLR+l 
8698       JSR  GET. BYTE 

8691  STA  SWCOLR+2 

8692  JSR  GET. BYTE 

8693  STA  SUCOLH+3 

8694  : 

8695  ;Both  load  types  continue  herf 

8696  ;Fade  new  picture  in.   pause 

8697  :and  read  console  keys. 

8698  ; 

8699  MICl 

8788       JSR  FADEIN 

8781  JSR  CLOSE. CHI 

8782  LDA  **8 

8783  STA  ATRACT 

8784  STA  HTCLOK*! 

8785  LBL: 134  LDA  RTCL0K*1 
8706       CMP  MAIT 

8787  BCS  LBL : 138 

8788  LBL : 132  LDA  CONSOL 

0709  CMP  «t5 

0710  BNE  LBL : 133 

0711  JMP  EKIT 

0712  LBL: 133  CMP  W3 

0713  BNE  LBL: 133.1 

8714  LBL: 133. 2 

8715  LDA  t<6 

8716  LBL : 133. 3 

8717  CMP  CONSOL 

8718  BNE  LBL : 133. 3 

0719  LBL : 133.1 

0720  CMP  «t6 

0721  BNE  LBL: 134 

8722  LBL : 130  INC  CTHl 

8723  JMP  NKT.PIC 

8724  DDVC 

8725  .BVTE  "Dl :»• ?IC", EOL 

8726  SDVC 

8727  .BYTE    "S:",EOL 
0728                 «=        RtlNADR 

8729  -MORD  START 

8730  .SET  1,0 


End  Program  Typing  Agony 
Forever! 

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MAY  1985 


ANTIC  SOFTWARE  LIBRASY  •  75 


same  of  the  month 


can  you  survive  15  levels  of  laser  death? 


ARENA  RACER 


O 


Article  on  page  49. 


LISTING  1 


GG  1  REM  flRENA  RACER 

KP  2  REM  BY  J.  SUTHERLAND 

QK  3  REM  ANTIC  MAGAZINE 

II  5  GOTO  1008 

NU  lO  SOUND  3-TM,ie,12:TM=:TM-B.6  +  8.02»tl5 

-LJ:lF  TM<38  THEN  M=l : V=eO : SOUND  3.8-8 

.0:GOTO  198 
JG  15  A=USRtl536-ADRtSSJ*78»V*KJ :IF   NOT 

STRIGtej  THEN  FOR  T=l  TO  3 : NEKT  T : GOTO 
18 
LH  28  SOUND  3  - O • 8, 8 : S  =  STICK C81  : IF  S  =  15  OR 

S=OS  THEN  48 
VC  38  05=S:NYD=tS=13J*IS=9J*tS=5J-tS=14J- 

C5  =  10 J  -  tS  =  6J  :  NHD=  tS  =  7J  *  tS  =  6J  +  CS  =  5J  -  tS  = 

18J-tS=9J-CS=llJ 
OH  48  IF  PEEKt287]<>8  THEN  P=PEEK C287} : PO 

KE  287.8:G0T0  88 
SL  58  IF  PEEK€SL^NKD  +  28«NYDJ  0  65  THEN  HD  = 

NKD:yD=HYD 
CF  60  K=K*KD:Y=Y+YD 
RO  78  GOTO  18 
KU  88  0S=15:IF  P=65  THEN  NKD=-KD : NYD=-YD : 

K=K-KD:Y=Y-YD:G0T0  18 
IE  98  IF  P=133  THEN  NKO=-KD : NYD=-YD : K=K-K 

D: V=Y-YD:G0T0  18 
PD  188  IF  P=134  THEN  NKD=-HD : NYD=-VD : K=H- 

KD:Y=Y-YD:G0T0  18 
CJ  118  IF  P=131  OR  P=132  THEN  198 
GN  128  IF  PO280  THEN  10 
CH  138  FOR  J=ie0  TO  138 : SOUND  l.J.18.12:N 

EKT  J:SOUND  1,0.0.8 
SH  148  SSt70»tY  +  4J*K  +  9J  =■■♦'•  :G  =  G  +  1:SC  =  SC*2 

5+2«L: POSITION  2»G-1.16:?  »6; "r- : POSIT 

ION  8.14:?  »*6;5C:IF  G<4  THEN  10 
KD  150  FOR  J=240  TO  125  STEP  -0.5:SOUND  1 

. J.10.14:S0UND  2- J+1.18-14:NEKT  J : SOUM 

D    1.8.0.8:SOUND    2.0.0.0 
UZ    160    SC  =  SC*2«fIHTtTMl  :L=L*l:MEN=MEH+tBN> 

3J-tMEN>18J :BH=BN*l:IF    BN=5    THEN    BN=8 
MU    178    IF    L>14    THEN    L=8 : IF    PEEK(1684I>4    T 

HEN    POKE    1684.PEEKC1684J-2 
GL     188    GOSUB    1888: GOTO    18 
lA    198    FOR    J=9    TO    28 : FOR    C=9     TO    13 : POKE    1 

671. C : SOUND    8, 288. 8. 28- J : A  =  USR  tl536. AD 

HtSSJ*70»Y+KJ :NEKT     C 
BQ     288    NEKT     J : POKE    1671 . 2 : POSITION    MEN»2- 

3»CMEN>1J .18:?    M6;"    " 
YW     218    MEN=MEN-l:IF     MEN<1    THEN    258 
KA    228    SOUND    e.e.8.e:F0R    T=l     TO     488 : NEXT 

T:TM=2S4 
EK    238    SSC78»CY+4J*K+9J="»":G0T0    18 
QZ    248    GOTO    58 
HW    258    POSITION    5,17:?    »6 ;  "aGUiaCEIMS"  :  POS 

ITION    3.19:?    tt6;"press    triaaer" :  POKE    4 

e418.8:F0R    J=8    TO    3 
FY     268    SOUND    J.8.0.8:NEKT    J 
UT     278     IF     STRIGC8)     THEN    278 
UQ     288    CL.R     :RUN 
AM    1880    CLH     :GRAPHICS    17:P0SITI0N    4.3:?    n 

6:"ARENA       (BSaaS": POSITION    9,5:?    «6 ; "bu 

■•: POSITION  4.7:?  "6 ; "HBenniiiDiHaini" 

OE  1818  CB=PEEKtl86J -6:POKE  756 , CB : ML=153 
6:POSITION  5.9:?  »»6;"one  MomenT"  :  SETCO 
LOR  2.9.4 

ZO  1828  DIM  151781 . T2St78J .SSC49B8J 


HP  T&38  TS  =  "hlB»a*tXJ1»iS»BQ»IBP*ia3*''TTS  C9) 

CHRSCCB) :TStl51=CHHStCB+lJ :A=USRtAOR(T 

Sll :REST0RE  5088 
UK  1848  READ  A : IF  A>-1  THEN  POKE  ML+K.A:K 

=K*l:CM=CM+A:GOTO  1848 
IF  1050  ML=PEEKt89J«256+PEEKC88J+3:5L=ML+ 

87  :  HB  =  INT  CSU/256J  :  LB  =  Sl.-HB«256  :  POKE  15 

51.HB:P0KE  1550, ML-HB»256 
HO  1855  POKE  1667. HB: POKE  1666. LB: POKE  16 

74.HB:P0KE  1673. LB 
DJ  1868  FOR  J=0  TO  111: READ  A : POKE  CB»256 

*J,A:NEKT  J 
DH  1078  MEN-4:L:=:8:BN=0 
FI  1080  RESTORE  6e0O4^L«28  :  READ  T2S  :  POSITI 

ON  2.9:?  U6;"ENTERING  LEVEL  ••:L  +  1:G  =  0: 

TM=254 
LL  1090  SS=— ■:F0H  J  =  1  TO  78 : A  =  ASC tT2S t J . J 

11 -65: RESTORE  20O0+A»10 
JU  1100  READ  TS: 55 tLENtSSJ*lJ=TS: SOUND  0, 

120,10.12:POSITION  1,11:?  «6;70-J:"   " 

:SOUND  0.0,8,e:NEKT  J 
TP  1118  K=l:Y=68:KD=8: VD=0:NKD=0:NVD=e:? 

t»6 , ••■«'■ 
IP  1128  RESTORE  68O0  +  L«20-i^l0 :  FOR  J=l  TO  4 

:READ  A:SS(A,Al=CHRSC2e81 :NEKT  J:POSXT 

ION  1,14:?  »6;  "SCORE:  ".-SC 
ER  1138  POSITION  1,18:IF  MEN>1  THEN  FOR  J 

=1  TO  MEN-l:?  t*6;"D  ••;:NEKT  J 
UK  1148  POSITION  4.22:?  tt6:"LEUEL:  ••;L+1: 

GOTO  18 
UB  2088  DATA  AAAAAAAAAAAAAAAAAAAAAAAAAAAA 

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 

AAAA 
IE  2818  DATA  AAAAAirv<r««««<^irvw*ww«w«w 

«4r««<»irv*«<rw«w««wwwirir«ir«<rw«<riPirwA 

AAAA 
DH  2820  DATA  AAAAA»AAAA»AAAAA*AAAAA«AnAAA 

«AAAAA«AAAAAvAAAAAvAAAAAWAAAAA*AAAAA^rA 

AAAA 
PK  2030  DATA  AAAAA«>«Av«VWA'W*««A«««*wAw 

AAAA 
JK  2048  DATA  AAAAA*v*AAnw«'V«<»ww*^w«A«« 

W'W'*«l!^AA7|wv«W«>v«vA<rA  •'♦■••»»i»»*i>i  A  A  ♦•♦A 

AAAA 
CD  2058  DATA  AAAAAAAAAAAAAAAAAAAAAAAAAAAA 

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAVAAAAAAA 

AAAA 

RY  2868  DATA  AAAAA<^vAAnwA*«^AAnwA«>««&AAn 

♦♦A»»faAAa»»A»*<IiAAa»*A  VATiA  AHWA  w«l»)  A  AAA 

AAAA 
ER  5888  DATA  184,104,133,204,104.133,283 
DM  5810  DATA  162,0.160,1 
PM  5828  DATA  177,283.157,131,157 
MR  5838  DATA  281.131-208,16,169,8,145,283 

-136.177,203,281,65,248,4 
BS  5840  DATA  169,131,145,283,280 
AL  5058  DATA  201,132-288,28.169,8,145.283 

.232.288.192-15-248 
SU  5060  DATA  51,177,283,281,65,240,4,169, 

132-145-283 
QD  5888  DATA  281,133,288,12,165,286,281,8 

, 208, 6, 200, 169, 132- 145. 283, 136 
IP  5090  DATA  281,134,208,12,165,286,201-8 


o 


o 


76  *  ANTIC  SOFTWARE  LIBRARY 


MAY  1985 


o 


o 


, 288, 6. 136  -  159  - 131 , 145. 283 . 288 
ZX  5188  DftTft  232-288.192,15-248 
FD  5118  DftTft  3,76,11,6-138,24 
VU  5128  DftTft  185-6,178,224,188,248,19 
ZC  5138  DftTft  165-283.24,233-185-144,2 
FU  5148  DftTft  238-284,165.283,24.185.78 
lU  5158  DftTft  133,283,76,9,6,173,218,157,1 

33,287,169,2,141 
NR  5168  DftTft  218.157.169.8.133,77,238.286 

,165,286,281,12,288.4,169,8.133.286.23 

8.199.2.96,-1 
NQ  5178  DftTft  8.8.8.8,8.8.8.8.255.255 
GN  5188  DftTft  255.255.255.255.255.255 
FC  5198  DftTft  68.24.189.231,231,189.24,68 
GB  5288  DftTft  8,8,8,85,42,8,8,8 
GE  5218  DftTft  8,8,8,85.42,8,8,8 
TF  5228  DftTft  192.96,248.159.184.248,96,19 

2 
MI  5238  DftTft  3,6,31,249.29.15,6.3 
PZ  5248  DftTft  32,1.18.8.28.74.128.2 
QS  5258  DftTft  28.42.93.127,93,42,28,8 
00  5268  DftTft  16,32,133,18,168,8.68.1 
EM  5278  DftTft  22.1-28,136,17,2,48,129 
5V  5288  DftTft  129,32,8,2,88,8,9,8 
KH  5298  DftTft  1,64,8,8,8,32,2.8 
PP  5388  DftTft  32.1.18.8.28.74.128.2 
GL  6888  DftTft  ftftftftftBBBBBBEBBBBBBBEBBBBBBBE 

BBBBBEBBBBBBBEBBBBBBBEBBBBBBBEBBBBBBBft 

ftftftft 
QK  6818  DftTft  672.1338.2875.3843 
FJ  6828  DftTft  ftftftftftBEBEBBEBBBEEBBCBBBEBBEB 

BBEBECEBBEBBBBCBBBEBBCBBBEBEBBBBEBBEBft 

ftftftft 
GP  6838  DftTft  652.1298.2222-3113 
TO  6848  DftTft  AflflftftBBCBEBGBCBFBECDCCEGCCEF 

BCECDEBEFBCBECBBEDECBBBDBEBBCEBCDEBFBft 

ftftftft 
QL  6858  DftTft  721.1825,3834,3169 
UU  6868  DftTft  ftftfiftABBCBEBBBCBFBECBCCBGCCBF 

BCBBBEBEFBCBEBBBEDBCBBBDBEBBCBBCDBBFBA 

ftftftft 
TM  6878  DftTft  924,2842,3536,2129 
RU  6888  DftTft  ftftftftftBBBBEEEBBBEEEBBBEEEBBBE 


EEBBBEEEBBBEEEBBFBBEEEBBBEEEBBBEEEBBBA 
ftftftft 

JE  6898  DftTft  764,1298,2222,3113 

MI  6188  DftTft  ftftftAABFFFFGBGFFFEBGFFFFBFFFF 

FBFFFFFBFFBFEBEFFFFBFFBGBFBCEDDEFFFFBft 

ftftftft 

QF    6118    DftTft    811,1324,4188,2914 

SD     6128    DftTft    ftftftftftBFGGGGFFFGGDGGCCCECEGEE 

GBBBBBEGBBBBBFEFGBGGEEBBBBBEFEFGFGFBBA 

ftftftft 

Fn  6138  DftTft  987,1115,3479,3194 

GH  6148  DftTft  AAAAABGEGCBGBBCBDBEGBBDBBCBG 

EBB8BGBBDBCBBGBBDDBBGEGBBCBBBGBDBBBGBA 

AAAft 
BZ  6158  DftTft  512,1213,3314,581 
MU  6168  DftTft  ftftAAABBBGBFFEBBFFGFFBBBBEGEB 

BBGEGBBGGGGDEEEEBBFBBFFBEBBCCECBBBFBBA 

AAAft 
GY  6178  DATA  512,1131.3184.851 
CO  6188  DATA  ftftftftftBBDDDDDBEBBGBGEGBDDDBBF 

BEGBGEBBBEEEBDDEDDBBCBBCBBDBBCBBEEGEBft 

ftftftft 
JB  6198  DftTft  513.1214,3184.851 
FS  6288  DftTft  AftftftftBBEEBFBGGBDBEEBBBGGBEBB 

EEGEEBBBBBBGGEGGBBBFFDDGGBBBFEFBBGEBBA 

AAAA 
SB  6218  DATA  717.1115.3479.3184 
JK  6228  DATA  AftftftftBBBBBEGEGEBFDFCDFBEGCGE 

BBBBFFFBEEGEEBBDDDBBCCCBBEGBBGEBBEGBBA 

ftftftft 
FM  6238  DftTft  987,1115,3759,3166 
GC  6248  DftTft  ftftAAABBBFFFFBEEEEBDDDBGGGBCC 

CBEGGEBEGEGBBBFFFBCDCCECFFBBDBCCBEGEBft 

ftftftft 
LW  6258  DftTft  582,1283.3314.521 
QC  6268  DftTft  AftftftftBBBEEEEBEEEGEEEEBEEEBEE 

GBBBBDDDCCGEEDEEEEEFFBCEGEDBBCCEBBBBBft 

ftftftft 
AD  6278  DATA  539.1582.2345.3199 
KI  6288  DATA  AAAAABBBBBEBBBBBEGBFBGEBFFBC 

CBDDBGEBD8EGBBFBEEBGGBEGGBBBCCBBDDBBBA 

ftftftft 
KO  6298  DftTft  498.2639,2985,597 


bonus  same 


rapid  maze  game  in  ACTION! 

AMAZING 


LISTING  1 


o 


;  AHAZIMG 

;      BV  DftUID  PLOTKIM 

i  ANTIC  MflGAZIME 

H8DUUE 

CARD  5CRUDC=88,HIMEM=S2E5, 

PM_Bfl5EftDR. ADRES. ADRESB , SCORE=  C03 

IMT   DIHH=C23,DIRY=ta3l,HDIH.VDIR 

IMT  ftRRftV  PKDH=C8  8  8  83 , 
PVDR=[8  8  8  0] 

BYTE  T=SDft.yCOUMT=SD48B. 

PMHITCI.R  =  SD01E.  DMACTU  =  S22F. 

MAY  1985 


GRACTL=SDeiD. PMBASE=SD4e7, 
PRIDRITV  =  S2eF.K8.V8.  COUNT:::  183  . 
l.V=  tST  .  FT=  [1583  .  CD=  1283  . 
PCl.Rn=711-COLRe  =  7e8.I.OUD=C8]  . 
COLRl  =  7B9.  C01.R2  =  718.  C0LR4  =  712. 
FftTE=53778. CUHSH=752. 
TKTROM=656- TKTCOL  =  657- LUL= [13  - 
5NDl=SD2eF. SND2=SD2e8 

BYTE    ARRAY    YLOCLtSai. 

VL8CH  CSei , RSH2 11681 . 

PMHPOS  C8} =50888. 

PKC4)=[e    8    8    e].PYC4}=[8    8    8    81. 

BEGKC4)=[e    52    52    1963- 

continued  on  next  pase 

ANTIC  SOFTWARE  LIBRARY  *  77 


BEGYt4J=[8    38     166    38] > 
PM_mDTHt5J=3D008-PLPTR- 
PK-MI5Mft5Kt'lJ  =  tSFC     SF3     SCF     S3F3  , 
PCOL.R  t4  J  =784,  PMTOPF  C8J  =SD888  - 
PMTOPt8J=SDBe8-PFCOLC83 , POOL t8J 
BYTE    ARRAY     BMt8]=[SC8     S38    SC     533, 
CHtej=IS8    555     SAA     5FFJ , 
CHriPlCe}  =  t8    8     129     129     66     66    36     36 
24     24     24     24     36    36    66     66     129     129    8    8] , 
CHMP2tei=C8    8     129    129     66    66     68    36 
36     36     36    36    36     68    66    66    129     129    8     83, 
CRT €83= 18    8    129     129     129    195     98     126 
126     165    165     126     126     98    195     129     129 
129     8    83 , 

MSTATU5t83=t8     8    8    83 , ESTAT t4J , 
MKCe)  =  [8     8     8     83,MVC8)  =  ta    8     8    83, 
BLKt8J=t'U'U'U'U'Z"ra'y'e'Z'a'Y'e>U 
■U'U'U3 ;MIDTH=2,HEIGHT=8 
BYTE     ARRAY    L.XNE,DUM 
BYTE     L0U=LIME,HIGH=LIME+1 

PHOC     DLAYtCARD    UAITl 

CARD     COUNT 

FOR  COUMT^e  TO  MAIT  DO  OD  RETURN 

PHOC  1NIT7C3 

BYTE  LOm,HIGHl,I   CARD  SCREEN  =  L0U1 

GRAPHICS C73  COLR8=44  C0LR1=196 

C0LR2  =  186  COI.R4  =  8  5CHEEN  =  SCRC0C  1  =  8 

WHILE  I<88  DO  YLOCLCIJ=LOMl 

YLOCHtll =HIGH1  SCREEN=SCREEN^48  1=1+1 

OD 

1  =  8  MHXLE  K168  DO  H5H2  tIJ  =1  RSH  2 

1  =  1  +  1 

OD 

RETURN 

INT  FUNC  HSTICKtBYTE  PORT) 

BYTE  ARRAY  PORTS  14) =5278 

INT  ARRAY  VALUE (4)  =  18  1  5FFFF  83 

RETURN  tVALUEf tPORT5CPOHT)»SC)  RSH  2)) 

INT  FUNC  MSTICKtBYTE  PORT) 
BYTE  ARRAY  PORTS t4 ) =5278 
XMT  ARRAY  UALUE C4) = [8  1  SFFFF  83 
RETURN   CUALUEtPORTSCPORT)a3)) 

PHOC  UPDATEO 

TKTR0M=1  TKTCOL=12  PRINTC tSCORE) 

RETURN 

PROC  UPDATESHIPt) 

BYTE  LOOPS 

TKTR0M=1 

FOR  L0OP5=l  TO  5  DO  TKTCOL=31+LOOP5 

IF  LW>=L00P5  THEN  PRINT t"»") 

ELSE  PRINT  t"  •■) 
FI  OD  RETURN 

PROC  DRAU7CBYTE  K,Y,CLH) 

BYTE  X1=SA8, Y1=SA1,CLH1=SA2 

LOM=YLOCLtVl) 

HIGH=YLOCHtYl) 

T=HSH2CK1) 

LIHEtT)=ttCBMtKl»3) ! SFF) «LINE tT) ) K 

tBMtKl»3)«CMCCLRl))) 
RETURN 


PROC  FASTDHAMtBYTE  ARRAY  PICTURE 
BYTE  WIDTH, HEIGHT, KK,YY) 
BYTE  LCTR1,LCTR2    CARD  LCTR3 
FOR  LCTH1=0  TO  HEIGHTS 
DO  LOW=YLOCLtYY+LCTHl)  HIGH=VLOCH C YY 

LCTR2=KK+WIDTH 

LCTR3= tLCTRl+l)»UIDTH~l 

DO 


LINE  CLCTR2) =PICTURE  CLCTHS) 
LCTR3==-1  LCTRZ==-1 
UNTIL  LCTR2=KK 
OD 
OD  RETURN 

PROC  PMGRAPHICSt) 
ZERO tPMHPOS, 8) 
ZERO  tPH-WlDTH,  5) 
DMACTL=S3E  PCOLH C8) =52 
PM-BASEADH=  CHIME M-5888)  SSFSBB 
PMBASE=PM-BASEADH  RSH  8 
HIMEM=PM_BASEADR+768 
PRI0RITY  =  =  asC8>'.17  GRACTL  =  3 
RETURN 

CARD  FUNC  PMADRtBYTE  NJ 

IF  N>=4  THEN  N=0  ELSE  M==+l  FI 

RETURN  tPM_BASEADH  +  768+  CN*S188) 1 

PROC  PMCLEARCBYTE  N) 

CARD  CTR 

BYTE  ARRAY  PLAYADR 

PLAVADR=PMADR CNl 

IF  N<4  THEN  ZERO CPLAVADR, 5188] 

ELSE  N==-4 
FOR  CTH=8  TO  5188-1 

DO  PLAYADR CCTR)==aPH_MISMASKCN]  OD 
FI 
RETURN 

PROC  UINDOUC) 

BYTE  LOOPS 

TKTROU=8  TKTCOL=e  CURSH=1 

PRINT 

f", — — ^ 

FOR  LOOP5=l  TO  2  DO 

TKTROU=LOOP5  TKTCOL=8  PRINT C" I ") 

TKTC0C=38  PRINTfl") 

OD   THTH0M=3  TKTC0L=8 

PRINT 

C" ' 

TKTROW=l  TKTC0L=3  PRINT fSCOHE :  ") 

UPDATEO  TKTCOL  =  20  PRINT  C'MEN  LEFT: 

UPDATESHIPt) 

RETURN 

PROC  MOUEITtBYTE  ARRAY  SHAPE  BYTE 

WHICH.  HUM,  ><K,VY} 
ADRES  =  PMADR  CWHICH) +YY 
HOUEBLOCKtADRES, SHAPE, HUM) 
PMHPOS  CWHICH) =HK 
RETURN 


o 


PROC  PUTMANC) 

BYTE  LP 

FOR  LP=8  TO  3 

H5TATUSCLP3=8 


DO 

ESTATtLP)=8     OD 


+LCTR1) 


88=128  Y8=182  MOVEIT tCHMPl , 8 , 28 , K8, V8} 
FOR  LP=1  TO  3  DO 

PXtLP]=BEGKCLP)  PV CLP) =BEGY CLP) 
MOUEITCCRT,LP,2e,PKCLP) , PY CLP) )  OD 
RETURN 


PROC  BORDER C) 

BYTE  U1,L2 

FOR  Ll=8  TO  159  DO 

FOR  L2=a  TO  3  DO 

DRAU7CL1,L2,1)   DRAW7CL1, 
OD  OD 
FOR  Ll=8  TO  79  DO 

FOR  L2=8  TO  3  DO 

DRAU7  CL2, LI , 1)   DRAW7  CL2  +  156 , LI, 1) 
OD  OD 
RETURN 


L2+76,l) 


o 


PROC  DOTSC) 


7S  •  ANTIC  SOFTWARE  LIBRARY 


MAY  1985 


o 


o 


o 


BYTE  L1,L2 

FOR  L2=8  TO  72  STEP  16  DO 

FOR  Ll=8  TO  156  STEP  8  DO 
DRAU7(L1.L2,3]  OD  OD 
FOR  L2=16  TO  72  STEP  16  DO 

FOR  Ll=8  TO  156  STEP  16  DO 
DRftU7CLl, L2.31  OD  OD 
RETURN 

PROC  BOARDDRftUtl 

BYTE  L1,L2 

BORDER  CI 

FOR  Ll=2  TO  36  STEP  4  DO 

FOR  L2=12  TO  68  STEP  16  DO 
FftSTDRAWtBLK;2,8,Ll,L2)0D  OD 

DOTS t J 

RETURN 

PROC  TESTCOLtJ 

BYTE  LL 

FOR  LL=8  TO  7  DO 

PFCOLCLI-J=B     PCOLtLL]=8     OD 

DO  UNTIL  UCOUNT&128  OO 

FOR  LL=8  TO  7  DO 

PFCOL  CLLJ  =PMTOPF  tLL3 

PCOL CLLJ =PMTOP tLL3      OD 

PMHITCLR=1 

RETURN 

BYTE    FUNC     PMHIT CBYTE     N.CNUM] 

IF     N<4     THEN     N==+4     ELSE    N==-4     FI 

IF    CNUM<4     THEN 

RETURN tCPCOLCN]     RSH     CNUM) SI) 

ELSE    CNUM==:«3 

RETURN CCPFCOLCNl     RSH     CNUM} SI] 
FI    RETURN C81 

BYTE     FUNC     LLOCtBYTE     KH,YY>CLRJ 

BYTE     Kl  =  Sfl8, Yl  =  Sftl-  CLR1  =  SA2. LI- L2 

LOW=YLOCL  CYIJ      HI(iH  =  YLOCH  tYlJ 

T=RSH2tKlJ     L1=K1«3 

L2=LINE  CTJ  XBMCLl] 

IF     tL2»CMtCLRlJl=CBMCL13«CMtCLRlJ)THEN 

RETURNCl)      Fl; SOMETHING     THERE 

RETURNCO] 

BYTE  FUNC  LKAHDtINT  KD,YD  BYTE  KK-YYJ 

BYTE  Kfl, Yfl,KB, YB,HS1.RS2 

Kft=KK-48  Yft=tYY-32J  RSH  1 

IF  KD>8  THEN  Kfi==+7+KD  KB=Kn 

Yfl==*l  YB=Yfl+7 

ELSEIF  KD<8  THEN  KA==+XD  KB=Kfl 

Yft==*l  YB=Yfl*7 

ELSEIF  YD>8  THEN  KB=KA+7 

Yft==+9  YB=Yfl 

ELSEIF  YD<8  THEN  KB=KA+7  YB=YA 

ELSE  RETURN Cai 
FI  HSl=LLOCCKft>Yfl,l)   HS2=LLOC CKB, YB , 1 J 
IF  RS1+HS2=8  THEN  RETURNtll 

ELSE  RETURN t8i; OK 
FI  RETURN C81 ; BLOCKED 

PROC  NEULEUELt) 

BYTE  LL 

SMDRST  CI      SCORE  =  = 

UPDATE  CI      C0UNT  =  8 

FOR    LL=8     TO     7     DO    PMCLEAR CLL}     OD 

DOTS  CI     PUTMAHCJ 

DIRK=8     DIHY=B 

IF  LUL<11  THEN  FT==-1B  CD==+18  FI 

RETURN 


COUNT«LUL 
LVL==+1 
PMCLEAR CLL} 


PROC  MSLDROPCINT  KD.YDl 

BYTE  THIG=644.XA, YA-LP.MASK-LD= 

IF  LD>1  THEN  LD==-2  FI 

MAY  1985 


C8] ,TT=C83 


SOUNDCl.LD  LSH  3.18,LD3 

IF  THIG=1  THEN  TT=8  FI 

IF  THIG=1  OR  CHD=8  AND  YD=B3  OH  TT=1 

THEN  RETURN  FI 
FOR  LP=8  TO  3  DO 
IF  MSTATUSCLP3=e  THEN  MSTATUS CLP3 =1 

IF  KD>8  THEN  Xfl=He  YA=Ye+9 

ELSEIF  KD<8  THEN  KA=K8+7  YA=Ya+9 
ELSEIF  YD>a  THEN  KA=K8*4  YA=Ye 
ELSE  KA=Ke*4  YA=Y8+18 

FI  MASK=PM~MISMASKCLPJ !SFF  LD=12  TT=1 

MYCLP]=YA  MKCLP3=KA 

PLPTH  CMY  CLPJ  1  =  =  >CMASK 

PLPTH  CMY  CLP5  +1J  =  =  >;MASK 

PMHP0SCLP+4J=MKCLP)  EKIT 
FI  OD  RETURN 

PROC  MSLGETCl 

BYTE  LP,LDl=tB] 

IF  LD1>1  THEN  LDl==-2  FI 

S0UHDC2,LD1  LSH  4.18.LD1J 

FOR  LP=e  TO  3  DO 

IF  PMHIT CLP*4-8J=1  THEN 

MSTATUS CLP3 =8  LD1=12 

PLPTH  CMY  CLP) J  =  =  «PM_MISMASKCLPJ 

PLPTH  CMY  CLPJ  +1J  =  =  »PM_MISMftSKCLP) 

PMHPOSCLP+4) =8  EKIT  FI  OD  RETURN 

PROC  GOTBUMPEDCl 

BYTE  L0.LD2=re3 ,L01 

IF  LD2>8  THEN  LD2==-1  FI 

S0UNDC3.LD2  LSH  3,8,LD2J 

FOR  LO=8  TO  3  DO  FOR  LQ1=1  TO  3  DO 

IF  PMHIT CLQ+4.LQ11=1  THEN 
LD2=14  ESTATCL01J=1  MSTATUS CL03 =8 
PLPTH  CMY  CLQ3  >  =  =  «PM_MISMASK CLO J 
PLPTR  CMY  CL03  *1) =  =  »PM-MISMASKCLaJ 
PMHPOSCLO+4) =8 

FI  OD  OD 

FOR  L0=1  TO  3  DO 

IF  ESTATCLQ3>8  THEN  ESTAT CLQ3 ==+1 
PCOLRCLQ] =FATE 

FI 

IF  ESTATCL03=FT  THEN  ESTAT CLQ3 =8 
PMCLEAR  CLO) 

PCOLHCLO) =CRAND C15)  LSH  4) +6 
PKCLO)-BEGKCLO)   PY CLQ) =BEGY CLO) 
MOUEIT  CCHT, LQ, 28-PKCLO)  , PY CLQ) ) 

FI  OD  RETURN 

PROC  MUNCH C) 

BYTE  TIME=:28,K1- Yl 

IF  LOUD>l  THEN  LOUD==-2  FI 

SOUND C8. 8. LOUD  LSH  3. LOUD) 

IF  PMHIT C8. 18) =8  THEN  DLAY CD   RETURN  FI 

L0UD=12  Kl=Ke-48  Yl= CY8-32)  RSH  1 

DRAM?  CHl  +  3 , Yl*4, 8)  DRAU7  CKl  +  3 - Yl  +  5, 8) 

DHAM7CK1  +  4- Yl*4,8)   DRAU7  CKl  +  4 , Yl  +  5- 8) 

C0UNT==+1 

IF  C0UNT=135  THEN  NEMLEUELC)  FI 

RETURN 

PROC  CHAHGEDIR CBYTE  UN) 
BYTE  F,LP 

IF  FATE<CD  THEN  F=HAHDC4) 
IF  F=8  THEN  PKDR  CMH)  =2  PYDH  CI4H)  =8 
ELSEIF  F=l  THEN  PKDH CUH) =-2 
PYDRCUH)=8  ELSEIF  F=2  THEN 
PKDR CMH) =8  PYDH CMH) =2  ELSE 
PKDR CMH) =8  PYDH CMH) =-2 
FI 
FI 

IF  LKAHD  CPKDR  CMH)  . PYDH  CMH)  . PK  CMH)  . 
PYCMH))=8  THEN  PKDH CMH) ==-PKDR CMH) 

continued  on  next  page 

ANTIC  SOFTWARE  LIBRARY  *  79 


PVDII  tHH3  ==-PVDR  CMH) 
FI  RETURN 


IF  LV=e  THEN  ENDGAME  tl  ELSE  PUTMAN CI 
PMHITCLR=0   FI  RETURN 


PHOC  SMARTS CBVTE  UHICHl 

BYTE  K.Y 

K=PHCUHICH]  Y=PYCMHICHJ 

IF  CK=52  OR  K=68  OH  K=84  OR  K=188 
OR  K=116  OR  H=13Z  OR  H=148  OH  K=164 
OR  K=18e  OH  K=196J  AND  tY=38  OR  Y=70 
OR  Y=182  OR  Y=134  OR  Y=1661  THEN 
CHANGEDIR  CUHXCH] 

FI  RETURN 

PROC  ENDGAME O 

BYTE  TRIG=644,ST=755,TIME=28 

SCOHE  =  =  *COUNT»LUL  PMHITCLH  =  8  UPDATE  CI 

COUNT=0  LWL=1  TKTHOM=2TKTCOL=8 

PRINT  C-GAME    OVER       BmSEEmmMM"^ 

DO    ST^tTXME    RSH    4}  «1    UNTIL    TRIG=8    OD 

LW=5    UPDATESHIPCJ 

SCORE=e    TKTR0M=1    TKTCOL=1.2 

PRINT C"  "J     TKTROM=2    TKTCOL=8 

PRINT C"  "J 

UPDATE  tl     DOTS  CI     PUTMANC]     FT==158    CD=2e 

KDIR=e    YDIR=e    DIRH=e    DIRY=8    ST=8 

RETURN 

PROC    OUCHC) 

BYTE    LCLD 

IF    PCOLC41=8    THEN    RETURN    FI 

LC=YB+18       LD=V8*18 

DO  LD==*2  IF  LD>2ee  THEN  LD=:=2eO  FI 

LC==-2  IF  LC<38  THEN  LC=30  FI 

IF  CLC=3e  AND  L0=2881  THEN  EKIT  FI 

S0UNDC8.LC.8^81     SOUND tl . LD. 8> 8) 

DUMtLCl==FATE    DUMtLD3=FATE 

DLAYt258I     DLAY t258i     DLAY 12581 

OD     SHDHSTCl 

FOR  LC=8  TO  7  DO  PMCLEARtLCl  OD 

LU==-1  UPDATESHIPCI 


PROC  CHASE tl 

BYTE  LP 

FOR  LP=1  TO  3  DO  SMARTS tLPl 

PK  tLPl ==+PKDH  tLPl  PV  tLPl ==*PVDR  tLPl 

IF  ESTATtLPl=8  THEN 

MOUEIT  tCHT  ,  LP ,  28  ,  PK  tLPl  -  PY  tLPl  1  FI 

OD  RETURN 

PROC    MOVEMANtl 

BYTE    STCK=632,TIME=28 

KDIH=HSTICKfei     LSH    1 

YDIH=USTICKtei     LSH    1 

IF    KDIROe    AND    VDIR08    THEN    YDIR=8    FI 

IF  STCK=15  THEN  KDIH=DIRK  VDIR=DIRY  FI 

IF  LKAHDtKDIR,YDIR.K8. Vei=l  THEN 

Ke==+KDIH 

V8==+YDIR  DIRK=KDIR  DIRY=YDIR  ELSEIF 

LKAHDtDIRK,DIRY>K8.Yei=l  THEN 

Ke==«DIRK  Ye==*DIHY 

ELSE    DIRK=8    DIHY=8 
FI    M0VEITtCHMP1.8.28>K8,Y81 
RETURN 

PROC    MAIHtl 

BYTE  KK, COUNT, TIMER=2e,ATRACT=S4D 

SND1=3  SND2=8 

lNIT7tl     PMGRAPHICStl     PCLRM=5e 

PLPTH=PMADHt4]     DUM=PMADR tBl 

FOR    KK=8    TO    7    DO    PMCLEARtKXl     OD 

FOR    KK=1    TO    3    DO 

PC0LRtKKl=tRANDtl51     LSH    41*6  OD 

UINDOUfl     BOARDDRAUtl     PUTMANfl     ENDGAME tl 

DO    TESTCOLtl     MUNCH tl     MOUEMAN tl     OUCH tl 

MSLGETtl     CHASE tl     MSLDROP tDIRX, DIRYl 

ATRACT=8    GOTBUMPEDtl     OD 

RETURN 


o 


o 


communications 


automatic  log-on  program 


TSCOPE  AUTODIALER 


Article  on  page  13. 


LISTING  1 


GO  la  REM  AUTODIAL. BAS 

KZ  2B  REM  BY  CHARLES  JACKSON 

RH  30  REM  ANTIC  MAGAZINE 

KL  48  GRAPHICS  0:POKE  718.18e:POKE  789.12 

FZ  SB  DIM  MUMS  tlSl . ACNUMS  t2ei . PUS t251 

FJ  78  ?  .  ■'■mniiiEsnBSDraiEiaBai'- 

BK  88  ?  :?  .."bn    c.     Jackson" 
SM  90  ?  :?  :?  "Phone  nunber"; : IHPUT  NUMS 
AK  180  ?  :?  "Access  Nunber"; : INPUT  ACNUMS 
MB  118  ?  :?  "password"; : INPUT  PMS : POKE  71 

e.8B 
CB  128  ?  :?  "Inserx  TSCOPE  disk.":?  "pres 

s     CSTARTl  TO    write  AUTODIAL . SYS" 
ZM  138  POKE  53279,8 
WL  148  IF  PEEKtS32791 <>6  THEN  148 


DL  158  CLOSE  «tl:OPEN  <*1.  8.  8,  "D  :  AUTODIAL  .  S 

VS" 

5L  168  ?  ><i:num$ 
EJ  178  7   »»l;"'^CI  :";  ACNUMS 
UN  188  ?  «l;"j:";PMS 
LP  198  CLOSE  «1 
PY  288  POKE  718,8:?  "^AUTODIAL  -  SYS  file  c 

reared. ": ? 
MG  218  TRAP  258 
CJ  228  OPEN  t»l,4,e,"D:TSC0PE.0BJ":CL0SE  «t 

1 
NO  238  ?  "HeneMber 

your" 
GP  248  ?  "TSCOPE. OBJ  file  to  AUTORUN . SYS . 

•  ■ 

OB    258    END 


to    change    the    nane    of  f ^ 


80  *  ANTIC  SOFTWARE  LIBRARY 


MAY  1985 


product  reviews 


GHOSTBUSTERS^ 

Activision 

2350  Bayshore  Frontage  Rd. 
Mountain  View,  CA  94043 
(415)  960-0410 
S29.95— 48K  disk 

Reviewed  by  Harvey  Bernstein 

The  marriage  between  hit  movies  and 
computer  software  has  been  a  rocky 
one  in  the  past.  Games  based  on  the 
cinema  have  rarely  been  commer- 
cially or  artistically  successful.  That's 
usually  because  the  game  is  produced 
as  a  rush-job  to  capitalize  on  the 
motion  picture's  success.  Until  now, 
that  is.  .  . 


Ghostbusters  from  Activision,  is 
the  first  adaptation  to  capture  both  the 
feel  and  the  theme  of  the  movie  on 
which  it  is  based.  For  those  one  or 
two  Antic  readers  who  haven't  seen 
the  movie,  I'll  explain. 

Supernatural  phenomena  (referred 
to  in  the  game  as  PK  levels)  in  YOUR 
town  are  on  the  rise  and  ghosts  are 
everywhere.  As  the  owner  of  the  local 
Ghostbuster  franchise,  it  is  up  to  you 
to  sweep  the  streets  for  mobile  ghosts 
(Roamers),  clean  all  haunted  buildings 
of  their  inhabitants  (Slimers),  and 
finally  face  down  the  dreaded  Marsh- 
mallow  Monstrosity  at  the  Temple  of 
Zuul.  Succeed,  and  fame  and  fortune 
are  yours.  Fail,  and  bankruptcy  awaits. 

Of  course,  no  ghostbusters  worth 
their  salt  can  go  into  business  without 
the  proper  equipment,  and  you  have 
the  option  to  buy  Image  Intensifiers, 
PK  Energy  Detectors,  Ghost  Traps, 
Bait,  etc. 


As  a  new  franchisee,  the  bank  sup- 
plies you  with  S  10,000  to  start.  But 
as  you  progress  and  earn  more  money, 
you  can  buy  more  sophisticated 
equipment.  You  can  win  at  Ghost- 
busters by  finishing  the  game  with 
more  money  than  you  started.  But 
sneaking  two  men  into  the  Temple  of 
Zuul  will  earn  you  a  substantial  bonus. 

This  is  Activision's  first  attempt  at 
a  role-playing  game,  and  while  the 
game  is  enjoyable,  there  is  a  flaw  in 
the  design.  At  the  end  of  a  game,  if 
you  are  successful,  you  are  given  an 
account  number  to  correspond  to 
your  name  and  winnings.  It  is  up  to 
you  to  make  a  record  of  this  number, 
and  enter  it  again  next  time  you  want 
to  play.  Any  deviation  in  the  number 
or  in  spelling  your  character's  name, 
and  you  must  start  over  from  the  be- 
ginning. It  should  have  been  a  simple 
matter  to  put  in  a  save-game  routine 
to  simplify  matters. 

And  then  there's  the  music.  While 
the  adaptation  of  Ray  Parker  Jr.'s  hit 
is  well  done,  it  plays  throughout  the 
game,  over  and  over  again.  Since  a 
typical  game  may  last  15-20  minutes, 
a  way  to  toggle  the  music  off  would 
be  more  than  appreciated.  As  it  is,  I've 
taken  to  playing  Ghostbusters  with 
the  monitor  sound  turned  all  the  way 
down. 

But  these  are  just  minor  com- 
plaints. Ghostbusters  is  most  en- 
joyable to  play,  and  I  hope  it's  a  sign 
of  what  Atari  owners  can  expect  from 
Activision  in  the  future. 

spy  vs.  spy^^H 

First  Star  Software 
22  E.  41  Street 
New  York,  NY  10017 
(212)  532-4666 
S29.95,  48K— disk 

Reviewed  by  Harvey  Bernstein 

Too  many  products  being  released 
these  days  seem  to  be  reha,shes  of  the 
same  tired  arcade  themes.  So  it  gives 


me  great  pleasure  to  announce  that 
Spy  Vs.  Spy  is  one  of  the  most 
original  and  clever  games  for  Atari 
computers  yet. 

The  Black  and  White  secret  agents, 
created  by  Cuban  cartoonist  Antonio 
Prohias,  have  been  one  of  the  most 
popular  features  in  Mad  Magazine 
since  i960.  The  game,  with  an  ex- 
cellent Atari  adaptation  by  ace  pro- 
grammer Jim  Nangano,  not  only  re- 
mains faithful  to  the  cartoons,  but  is 
challenging  and  great  fun  to  play. 

As  the  White  spy,  you  race  the  clock 
and  your  opponent  Black  (controll- 
ed by  either  another  player  or  the 
computer)  to  find  5  items  hidden 


p 

^rm 

01^iiii 

|m 

,  _.^| 

M 

'       i    '  ! 

»^^ 

■^ 

^  ^11 

p®(2Dl,^ 

^^^^^^^^^^^^^^^^ 

within  an  embassy.  Once  you  acquire 
the  briefcase,  secret  plans,  key, 
passport  and  money,  you  must  find 
your  way  through  a  maze  of  rooms 
to  the  exit  leading  to  the  airport. 

But  that's  not  all!  During  play,  you 
and  your  opponent  leave  traps  for 
each  other — bombs,  electrified  water, 
guns  with  strings  attached  to  the  trig- 
ger and  so  forth.  Setting  off  one  of 
these  booby-traps  puts  you  out  of 
commission  for  several  valuable 
seconds,  giving  your  opponent  the 
edge. 

Of  course,  as  a  well-armed  spy,  you 
have  an  arsenal  of  remedies  at  your 
disposal.  So  the  umbrella  neutralizes 
the  electrified  water,  the  scissors  saves 
you  from  the  gun  with  the  string,  etc. 

One  of  the  most  unique  features  of 

Spy  vs.  Spy  is  a  technique  First  Star 

calls   Simulvision.   This   splits   the 

screen  in  half,  so  that  the  activities  of 

continued  on  next  pase 


May  1985 


81 


— ^  product  reviews 


White  can  be  seen  in  the  top  half,  and 
Black  in  the  bottom,  allowing  each 
player  to  see  what  the  other  is  up  to. 
When  a  player  enters  a  room  already 
occupied,  the  action  shifts  to  one  half 
of  the  screen  for  a  winner-take-all 
brawl. 

I  cannot  recommend  this  game 
highly  enough.  The  graphics  and 
animation  exploit  all  the  possibilities 
of  the  Atari.  And  with  several  levels 
of  play,  Spy  vs.  Spy  should  provide 
loads  of  fun  for  both  novices  and  ex- 
perienced gamesters. 

MAC/65  TOOLKITH 

Optimized  Systems  Software,  Inc. 

122  IB  Kentwood  Ave. 

San  Jose,  CA  95129 

(408)  446-3099 

839.95,  16K— disk, 

requires  MAC/65  Assembler 

Reviewed  by  Andy  Barton 

The  MAC/65  Toolkit  is  an  impressive 
collection  of  some  67  macros 
(assembly  language  subroutines)  for 
use  with  the  MAC/65  Assembler 
Editor.  These  macros  greatly  en- 
chance  the  speed  and  ease  of 
assembly  language  programming  for 
both  the  novice  and  the  experienced 
programmer. 

The  Toolkit's  macro  calls  mimic 
many  BASIC  and  assembly  language 
commands.  This  makes  an  assembly 
language  program  almost  as  easy  as 
a  BASIC  program  to  write  and  debug. 

The  macros  are  grouped  into  three 
libraries  (files).  The  first  library  is  a 
collection  of  utility  routines  for 
graphics,  math,  I/O  and  program 
control. 

The  second  library  offers  11  macros 
for  setting  up  single  line  resolution 
Player/Missile  graphics,  moving  the 
players  and  missiles  with  a  vertical 
blank  interrupt,  and  detecting 
collisions. 

The  third  library  offers  a  VBI 
routine  for  vertical,  horizontal,  and 
diagonal  fine  scrolling  over  a  large 


screen  display  using  the  joystick. 

The  Toolkit  allows  assembly  lan- 
guage beginners  to  focus  on  overall 
programming  without  having  to 
develop  complicated  routines.  An 
elementary  understanding  (or  handy 
reference  book)  of  assembly  language 
is  necessary  for  using  this  kit.  It  is  also 
desirable  to  have  a  moderate  famili- 
arity with  Atari's  P/M  graphics.  The 
user's  manual  is  clear  and  concise,  but 
it's  not  as  helpful  for  newcomers  as 
I  would  have  liked. 

The  P/M  graphics  library  needs  a 
macro  for  joystick  input.  Writing  one 
might  be  a  good  first  project  for  the 
user.  The  joystick  routine  from  the 
scroll  library,  while  not  directly 
transferable,  is  a  good  starting  point. 

The  libraries  use  fairly  large  blocks 
of  memory.  The  utility  library  itself 
occupies  slightly  over  six  pages  (about 
1  1/2K).  The  P/M  graphics  library  oc- 
cupies a  little  less  then  two  pages  and 
the  scroll  library  just  over  one  page 
of  memory.  If  memory  space  be- 
comes a  problem,  you  can,  with  a  bit 
of  effort,  go  through  the  specific 
libraries  deleting  any  unused  macro 
before  final  assembly. 

a  S.  ADVENTUREH 

First  Star  Software 
18  E.  4 1st  Street 
New  York,  NY  10017 
(212)  532-4666 
$29.95— 48K  disk 

Reviewed  by  Anita  Malnig 

This  learning  game  might  have  some 
trouble  competing  with  the  latest 
Infocom  adventure.  However,  U.  S. 
Adventure — by  Antic  contributing 
editor  Jerry  White — could  work  very 
well  in  a  history  class,  or  be  enjoyed 
by  a  youthful  history  buff.  You've  got 
to  know  your  facts  to  succeed. 

First  you've  got  to  know  the  order 
in  which  each  state  entered  the  union. 
There's  a  help  key  to  give  you  clues, 
but  each  clue  takes  away  points.  You 
must  move  from  state  1  to  state  2,  etc., 


by  using  directional  signals  which  ap- 
pear on  the  screen  in  the  form  of  a 
compass. 

After  you've  correctly  guessed  the 
state,  you  choose  your  next  move 
from  an  Options  Menu.  From  this 
menu  you  can  choose  Time  Travel, 
Take  Event,  Review  Map  (here's  where 
you  get  clues  to  the  order  of  states), 
and  several  other  less-used  options. 

Take  Event  and  Time  Travel  test 
your  knowledge  of  American  history 
some  more.  You  choose  Take  Event 
only  after  you  have  correctly  chosen 
the  next  state's  entrance.  You're  given 
several  historical  events  and  must 
weed  out  ones  that  may  be  bogus. 
Watch  out  for  those!  They  can 
drastically  alter  your  points. 

Then  you  move  to  Time  Travel  to 
guess  the  year  that  the  particular  event 
took  place.  Time  Travel  offers  nice 
computer  sound  and  graphics  as  you 
appear  to  be  looking  through  a  long 
colorful  tunnel.  Years,  1776,  1821, 
etc. ,  pass  by  and  you  control  when  to 
stop,  advance,  or  go  backward.  "Vt)u've 
got  to  correctly  guess  the  date  of  an 
event  with  as  little  time  travel  as  pos- 
sible. (I  hadn't  read  the  instructions 
all  the  way  through  and  got  very  in- 
trigued with  making  those  years  go 
backward  and  forward  through  this 
tunnel  ranging  in  hues  from  yellows 
to  purples  to  blues.  Well,  I  paid  for  the 
fun  with  my  score!) 

This  learning  game  is  full  of  in- 
teresting facts  and  proves  to  be  a  good 
history  lesson.  However,  the  instruc- 
tions are  not  easy  to  follow  and  there 
are  a  lot  of  them.  Getting  from  state 
to  state  seemed  more  convoluted  than 
it  had  to  be.  I  also  found  a  spelling  er- 
ror: Massachesettes.  That's  really 
unacceptable  in  any  piece  of  software, 
and  especially  in  a  learning  game. 

However,  none  of  this  is  enough  to 
turn  thumbs  down  on  the  whole  pro- 
gram. Young  history  buffs  will  enjoy 
U.  S.  Adventure  and  the  game  could 
certainly  add  a  spark  to  any  classroom 
history  lesson. 


82 


ANTIC,  The  Atari  Resource 


product  reviews 


50  MISSION  CRUSH 

Strategic  Simulations,  Inc. 

883  Stierlin  Road,  Building  A-200 

Mountain  View,  CA  94043 

(415)  946-1200 

40K— disk,  requires  BASIC 

$39.95 

Reviewed  by  Karl  Wiegers 

50  Mission  Crush  puts  you  in  the 
pilot's  seat  of  a  B-17  heavy  bomber  in 
World  War  II.  Your  goal  is  to  survive 
50  missions  from  an  Air  Force  base  in 
England  against  23  targets  in  Nazi- 
occupied  Europe. 

Your  opposition  includes  enemy 
fighters  and  flak  guns,  weather,  your 
own  inexperience,  and  the  random 
number  generator.  This  role-playing 
game  lets  you  share  the  feelings  of  a 
real  pilot — relief  when  a  "milk  run" 
target  is  selected  by  the  computer, 
dismay  when  yet  another  fighter 
shoots  holes  in  your  damaged 
bomber,  frustration  when  the  target 
is  protected  by  clouds,  anxiety  as  you 
pray  your  fuel  will  last  until  you  return 
to  England. 

You  control  the  movement  of  the 
bomber  as  well  as  functions  such  as 
dropping  bombs,  changing  altitude, 
and  fighting  fires.  You  direct  the  fire 
of  your  machine  guns  when  fighters 
appear  And  you  watch  helplessly  as 
puffs  of  flak  appear  around  the  plane. 
The  crew  members  become  more 
effective  at  their  jobs  as  they  gain 
experience.  Games  and  crews  can  be 
stored  on  disk  for  continuation  at 
another  time. 

This  is  not  a  visually  exciting  game. 
The  few  animation  sequences  used 
are  very  simple.  The  game  moves 
slowly  in  spots,  possibly  because  it  is 
written  in  BASIC.  Combat  sound 
effects  are  good,  but  more  sound 
features  would  add  to  the  game.  The 
game  is  easy  to  learn  and  play.  A 
typical  mission  takes  5  to  10  minutes 
of  real  time. 

The  strength  of  50  Mission  Crush 
lies  in  its  detailed  simulation  of  com- 


bat results.  Damage  accrues  gradually 
and  realistically.  Consumption  of  fuel 
and  ammunition  require  constant 
decision-making.  I  took  more  damage 
from  flak  than  from  enemy  fighters, 
in  contrast  to  the  historical  reality. 

Unfortunately,  there  is  not  much  of 
a  learning  curve  with  50  Mission 
Crush.  Random  events  play  a  larger 
role  in  your  fate  than  do  skill  and 
practice.  This  is  a  good  operational- 
level  war  game,  but  don't  expect  a  lot 
of  exciting  air  combat  action. 

BEYOND  CASTLEH 
WOLFENSTEIN 

Muse  Software 
347  N.  Charles  Street 
Baltimore,  MD  21201 
(301)  659-7212 
$34.95,  32K— disk 

Reviewed  by  Harvey  Bernstein 

When  Muse  Software  introduced 
Castle  Wolfenstein  for  the  Apple  in 
1981,  it  quickly  shot  to  the  top  of  the 
charts  and  remained  there  as  one  of 
the  most  popular  games  for  any 
microcomputer  The  Atari  translation 
was  remarkably  faithful  to  the  Apple, 
right  down  to  the  lousy  sound  and 
black-white-green-purple  graphics. 

Now  we  have  the  sequel.  Beyond 
Castle  Wolfenstein,  and  while  there 
have  been  some  minor  improve- 
ments, the  game  play  doesn't  provide 
nearly  as  much  depth  as  the  docu- 
mentation suggests. 

The  scenario  in  the  follow-up  is  dif- 
ferent, yet  similar  enough  to  the 
original  to  allow  the  same  spare 
graphics.  As  an  allied  intelligence 
agent,  you  must  penetrate  Der 
Fuhrer's  bunker,  a  3-level  maze  of 
rooms.  Hidden  in  a  closet  on  the  first 
level  is  a  time  bomb,  which  you  must 
find  and  then  set  outside  Hitler's 
office,  two  levels  below,  after  which 
you  must  retrace  your  steps  out  before 
the  whole  place  goes  up. 

As  in  the  original,  each  room  is 


swarming  with  unfriendly  guards. 
You  have  no  uniform  to  allow  you  ac- 
cess, but  you  do  have  numbered 
passes.  When  you  enter  a  room,  the 
guard  demands  to  see  your  pass.  If 
you  show  the  wrong  one,  you  will 
probably  be  arrested,  but  you  do  have 
money  to  bribe  the  guards. 

Once  you  find  the  correct  pass  for 
a  level,  it  works  with  every  guard  on 
that  level,  so  the  game  becomes  a  lot 
easier  The  chests  of  the  previous 
game  have  been  replaced  by  closets, 
some  of  which  are  locked,  requiring 
the  talents  of  a  safecracker 

There  are  some  improvements  over 
the  original,  most  notably  the  speech 
synthesis  used  for  the  guards.  With  a 


The  game  promises  more 

than  it  delivers 

in  strategy. 


little  practice,  you  can  recognize  their 
grunts  as  actual  German  words.  Also, 
if  you  accidently  walk  into  a  wall,  you 
don't  get  the  filling-rattling  routine 
that  accomanied  Castle  Wolfenstein. 

Now  for  the  bad  news.  The  game 
promises  more  than  it  delivers  in 
strategy.  For  example,  while  I  found 
keys  in  several  closets,  after  playing  3 
games  in  progressively  difficult  levels, 
I  found  nothing  to  use  them  on.  Also, 
there  is  a  toolkit  which  the  documen- 
tation says  can  be  used  to  disable  the 
alarm  system.  Not  only  do  I  still  not 
know  how  to  disable  the  alarm,  but 
I've  yet  to  figure  out  why  I  would 
want  to. 

Once  you  know  which  passes  to 
use,  you  can  breeze  through  the  game 
with  only  mapping  needed.  It's  this 
sameness  and  ease  that  keeps  me  from 
going  back  to  play  Beyond  Castle 
Wolfenstein  again  and  again.  Not  to 
mention  that  it  takes  so  long  to  load 
that  it  recalls  fond  memories  of  my 
old  410  recorder  0 


May  1985 


83 


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CIRCLE 

BANGOR 

207-942-6769 

J.D  ELECTRONICS 

385  STEVENS  AVE, 

PORTLAND 

207-775-1411 

MICHIGAN 

FUTURE  DIRECTIONS 
1520  N    VAN  DYKE 
BAD  AXE 
517-269-7211 

THE  FAMILY  COMPUTER 

CENTER 

3895  W,  12  MILE  RD, 

BERKLEY 

313-543-0520 

CHASE  TRANSISTOR  SERVICE 

521  LEONARD  SI  NW 

GRAND  RAPIDS 

616-454-9000 

ABL  ELECTRONIC  SERVICE, 

INC, 

32  E,  14  MILE  ROAD 

MADISON  HEIGHTS 

313-586-6663 

SOLID  STATE  SERVICE 

548  SHATTUCK  RD, 

SAGINAW 

517-752-0606 

MINNESOTA 

PHILIPS  COMMUNICATIONS 

8,  TV 

748  NE    HARDING  SI 

MINNEAPOLIS 

612-378-7200 

USER  FRIENDLY  COMPUTER 

8465  PLAZA  BLVD, 

SPRING  LAKE  PARK 

612-786-8181 


MISSOURI 

SOUTHLAND  ELECTRONICS 

22  E,  OLIVE  DR. 

AURORA 

417-678-4623 

MIDWEST  APPLIANCE 

SERVICE 

METRO  NORTH  MALL 

KANSAS  CITY 

816-436-7010 


COMMUNITY  SOUND  &  VIDEO 

1834  S.  STEWART 

SPRINGFIELD 

417-887-3391 

A  8,  E  ELECTRONICS  CORP 

2001  BIG  BEND  BLVD. 

SI  LOUIS 

314-645-7733 

J  &  S  VIDEO  VISIONS 

1051  WASHINGTON  SQUARE 

CENTER 

WASHINGTON 

314-239-2677 

MISSISSIPPI 

ELECTRONIC  SERVICES 
2315  25TH  AVE 
GULFPORT 
601-863-3772 

NORTH  CAROLINA 

SOUTHERN  PHOTO 
TECHNICAL  SVCE 
2610  SOUTH  BLVD. 
CHARLOTTE 
704-523-0012 

NEW  JERSEY 

DEPENDABLE  PARTS,  INC, 

168  MAIN  SI 

CHATHAM 

201-635-5888 

S  R  DATA 

2141  WOODBRIDGE  AVE 

EDISON 

201-985-5017 

ADVANCED  ELECTRONICS 

VILUGE  SHOPPING  CENTER 

RI206 

FLANDERS 

201-584-1252 

TELSAR  ELECTRONIC 

SERVICES,  INC 

829  STONE  RD. 

LAUREL  SPRINGS 

609-783-8500 

VIDEO  ELECTRONICS 

COMPUTER  SVC 

1418  ROSELLE  ST. 

LINDEN 

201-925-1418 

VIDEO  CONNECTION  OF 

SOMERSET 

900  EASTON  AVE. 

SOMERSET 

201-545-8733 

K  8,  S  ELECTRONICS 

119  HAMILTON  BLVD. 

SOUTH  PLAINFIELD 

201-755-4204 


NEW  YORK 

ISLAND  VIDEO  COMPUTER 

SERVICE 

35  MIDDLE  COUNTRY  RD. 

CORAM 

516-736-1001 

AARDVARK  ELECTRONIC 

SERVICE 

44  CASTLE  SI 

GENEVA 

315-789-5295 


LONG  ISUND  COMPUTER 

GENERAL 

103  ATUNTIC  AVE. 

LYNBROOK 

516-887-1500  ' 

ABC  ELECTRONICS  SERVICE 

CO 

392  THURSTON  RD. 

ROCHESTER 

716-328-1840 

OHIO 

ARJAY  MICRO 
1385  BETHEL  RD. 
COLUMBUS 
614-459-4219 
STATION  FUN  TV,  INC. 
206  CLINTON  SI 
DEFIANCE 
419-782-8545 

COMPUTER  CREATIONS 
424  E.  STROOP  RD. 
KEHERING 
513-294-0222 

B  AND  G  ELECTRONICS.  INC. 

15729  MADISON  AVE. 

LAKEWOOD 

216-521-2855 

ERIC  MARTIN'S,  INC, 

5485  WARRENSVILLE  CENTER 

RD, 

MAPLE  HGTS 

216-663-2032 

VIDEO  COMPUTER  WORLD, 

INC, 

2223  WOODVILLE  RD. 

OREGON 

419-691-7282 

DODD  CO. 

7795  W.  RIDGEWOOD  DR. 

PARMA 

216-886-2828 

OREGON 

NORTHWEST  COMPUTER 

SUPPORT  INC 

10200  S.W.  NIMBUS  G-1 

PORTLAND 

503-684-3280 

PENNSYLVANIA 

KIBLER'S  INDEPENDENT  TV 

526  FALLOWFIELD  AVE. 

CHARLEROI 

412-483-7484 
■  PARK  T  MORROW.  INC, 

627  W,  26TH  SI 

ERIE 

814-455-7566 

DEBUG  BYTES  COMPUTERS 

662  PHILADELPHIA  SI 

INDIANA 

412-349-7290 

GROSS  ELECTRONIC  REPAIR 

HILLS  PUZA 

JOHNSTOWN 

814-266-1395 

TESCO,  INC, 

9237  ROOSEVELT  BLVD, 

PHILADELPHIA 
'  215-677-5000 


86 


ANTIC,  The  Atari  Resource 


service  center 


NATIONAL  TELEVISION 

HOUSE  OF  TELEVISION 

UTAH 

ARTICULATE  SYSTEMS 

SERVICE 

601  SOUTH  DULUTH  AVE. 

INTERWEST  ELECTRONICS 

E  9405  SPRAGUE  AVE. 

5461-63  PENN  AVE 

SIOUX  FALLS 

CORP 

SERVICE  CTR 

PinSBURGH 

605-338-9051 

4091  SOUTH  STATE  ST 

SPOKANE 

412-361-5400 

TENNESEE 

SALT  LAKE  CITY 

509-922-0255 

BOYD  TV 

HI-FI  SERVICE  CENTER 

801  •266-5301 

JOHNSON'S  TELEVISION 

719  UNCASTER  AVE 

4608  HIXSON  PIKE 

VIRGINIA 

SERVICE 

WAYNE 
215-688-3727 

CHATTANOOGA 

SALEM  COMPUTER  CENTER 

N  4424  WALL 

615-877-6781 

4034  PLANK  RO. 

SPOKANE 

RHODE  ISLAND 

BILLS  TV  SALES  &  SERVICE 

FREDERICK 

509-327-9566 

VIDEO  ENCOUNTERS 

3843-C  DICKERSON  RD. 

703-786-8126 

MAINES  SHOPPING  CENTER 

NASHVILLE 

VIDEO  UNLIMITED  SERVICE 

WISCONSIN 

VI/AKEFIELD 

615-865-5000 

CENTER 

AUTHORIZED  TV 

401-783-3460 

1707  ROUTE  17 

810  NINTH  ST 

TEXAS 

GRAFTON 

GREEN  BAY 

SOUTH  CAROLINA 

TV  CENTER 

804-898-5318 

414-499-4215 

ELECTRONIC  SERVICE  CO. 

202  S  WILLIS 

L  &  Y  ELECTRONICS 

DAN'S  CITY  WIDE  TV 

1736  DECKER  BLVD 

ABILENE 

13670  JEFFERSON  DAVIS 

1259  E.  JOHNSON  ST 

COLUMBIA 

915-677-1171 

HWY 

MADISON 

803-782-2705 

PACIFIC  STEREO 

WOODBRIDGE 

608-255-4144 

COASTAL  TV  &  APPLIANCE 

525  113TH  ST 

703-494-3444 

MISTER  TV  SERVICE 

CO. 

ARLINGTON 

5455  W.  BURLEIGH  ST 

603  Hm  501 

817-640-3094 

WASHINGTON 

MILWAUKEE 

CONWAY 

LONGS/ENTRONIX 

ON  LINE  COMPUTERS  PLUS 

414-873-2415 

803-248-2686 

5800  MAPLE  AVE. 

13710  NE  20TH  ST 

DALLAS 

BELLEVUE 

WEST  VIRGINIA 

SOUTH  DAKOTA 

214-358-32S2 

206-644-2080 

COMPUTERS  PLUS.  INC. 

TAYLOR  AUDIO-VISUAL,  INC. 

COMPUTER  HOME.  INC. 

BUTLER'S  TV  &  COMPUTER 

2077  CHARLESTON  TOWN 

1009  DAKOTA  S. 

3548  KNICKERBOCKER 

SERVICE 

CENTER 

HURON 

SAN  ANGELO 

26717  PACIFIC  HWY  SOUTH 

CHARLESTON 

605-352-3205 

915-944-9795 

FEDERAL  WAY 
206-941-9096 

304-342-4848 

Jlfinf 


welcomes  program 
submissions  from  readers.  Just  send 
us  your  program  and  accompanying 
article,  we'll  pay  you  if  we  publish 
them. 

We  prefer  to  see  your  listing  and 
text  on  both  paper  and  disk. 

Sending  us  your  program  on  cas- 
sette is  also  okay  But  please  put  pro- 
gram copies  on  both  sides  of  the 
cassette. 

Always  include  a  stamped,  self- 
addressed  envelope  so  your 
materials  can  be  returned. 


for  the  ATARI  800  or  XL 


Cut  your  programming  time  from  hours  to  seconds,  and  have  33 

direct  mode  commands  and  functions.  Ail  at  your  fingertips  and 

all  made  easy  by  the  MONKEY  WRENCH  II. 

The  MONKEY  WRENCH  II  plugs  easily  into  the  cartridge  slot  of  your 

ATARI  and  works  with  the  ATARI  BASIC. 

Order  your  MONKEY  WRENCH  II  today  and  enjoy  the  conveniences 

of  these  33  features: 

•  Line  numbering 

•  Renumbering  basic  line  numbers 

•  Deletion  of  line  numbers 


'  Variable  and  current  value 
display 

Location  of  every  string 
occurrence 
String  exchange 
Move  lines 
Copy  lines 

Up  and  down  scrolling  of 
basic  programs 


•  Special  line  formats  and 
page  numbering 

•  Disk  directory  display 

•  Margins  change 

•  Home  key  functions 

•  Cursor  exchange 

•  Uppercase  lock 

•  Hex  conversion 

•  Decimal  conversion 

•  Machine  longuage  monitor 

•  DOS  functions 

•  Function  keys 


The  MONKEY  WRENCH  II  also  contains  a  machine  language  monitor 
with  16  commands  that  can  be  used  to  interact  with  6  00  OR 

the  powerful  features  of  the  6502  microprocessor  9  ZV.VO 


Have  You  Kissed 
Ifimr  Atari  Lately? 

Introducing  "KISS",  a  new,  simpler, 

more  powerful  Word  Formatter/Processor 

for  your  Atari  800, 600XL,  and  800XL 

"KISS"  connes  in  a  cartridge,  and  is  designed  for  ttre  occa- 
sional user,  yet  simple  enough  for  beginners  and  children. 
It  connes  with  an  easy  to  read  manual,  that  contains  example 
text  files.  Check  out  these  other  "KISS"  features: 


•  Input  of  text  is  via  standard 
ATARI  screen  editor  -  so 
there  is  nothing  new  to  learn 

•  Only  13  commands  to 
process  text 

•  Text  can  be  sent  to  screen 
or  printer 

•  Single  page  or  fan-folded 
paper  can  be  used  by 
printer 


•  Prints  English  error  messages 

•  The  "KISS"  cartridge  does  not 
have  to  be  installed  in  order 
to  input  text  information 

•  Automatic  page  numbering 
on  output 

•  Text  can  be  justified  to  both 
the  left  and  right  margins 

•  Can  be  used  for  letters,  reports, 
term  papers,  etc. 


Kiss;^ 

Call  us  today  for  your  "KISS"  Only  $19.95 


May  1985 


87 


A 


Vastly  SUPERIOR  to  any  translation  programs 
available!  FOR  ATARI 
1 200XL/600XL/800XL  with  64K. 
ATADI*     (Please  specify  computer  model  number!) 

$69.95  (Rom) 


S49.95(DorC) 


THE 

XL  "FIX"! 


A 

ATARI  ^ 

$69.95  (Rom) 
$49.95  (D  or  C) 


The  Atari  XL  series  computers  represent  power,  sophistication,  and 
flexibility  virtually  unrivalled  in  todays  Home  Computer  Market. 
With  "approximately"  30-40%  of  existing  software  being  "incom- 
patable",  a  real,  and  serious  problem  exists.  Because  of  this  we 
have  developed  THE  XL  "FIX"I 
ADVANTAGES  over  cheaper  "translation  products": 
1  The  XL  "FIX"I  is  capable  of  fixing  more  software ...  on  estimated 
30%  more  software! 

2.  The  XL  "FIX"!  is  available  in  DISK,  CASSEHE,  and  now  ROM! 

3.  XL  "FIX"!  versions  fix  ALL  THREE  types  of  software  (Disl<  -  Cassette  - 
and  Cartridges!) 

4.  The  XL  "FIX"!  (disk  or  cassette)  adds  OVER  4K  of  usable  RAM  to  your 
computer  (anyone  using  Data  bases  or  Word  processors  will  really 
appreciate  this  feature!) 

5.  You  never  have  to  hold  the  OPTION  button  down  on  600XL  or 
800XL  computers! 

6.  VERY  IMPORTANT!  You  need  to  load  the  XL  "FIX"!  only  once  ...  you 
can  change  disks,  cassettes,  or  cartridges  without  rebooting  the  XL 
"FIX"!  each  time  (disk  or  cassette)! 

7.  The  ROM  version  is  instantaneous  upon  computer  power  up,  has  a 
high  speed  cursor,  is  instantly  switchable  to  your  original  operating 
system,  will  work  with  16K  600XL's,  and  more! 

The  XL  "FIX"! ....  another  SUPERIOR  product!  64K  required! 
DISTRIBUTOR/DEALER  inquires  welcome 


A 

ATARP 


THREE  NEW  PRODUCTS! 
THE  "SUPER  Pill"! 


A 

ATARP 


Mastercard-Visa-Money 
Order  or  Cashier  Check. 
Phone  (716)  467-9326 

Please  specif/  computer 
model  number! 


Send  $49.95  ($69.95  for  Rom) 
plus  $4  shipping  and  handling 
(N.Y.S.  residents  please  add  7%)  to: 
COMPUTER  SOFTWARE  SERVICES 
P.O.  Box  17660 
Rochester,  New  York  14617 


Exactly  ttie  same  as  the  WORLD'S  leading  cartridge  bacl<up 
device . , .  THE  PILL! , . .  except  if  s  even  simpler  to  operate,  it's 
SWITCHLESSI  Excellent  for  families  fiaving  young  ctiildren.  Totally 
eliminates  opening  computer  doors  and  switches.  THE  ^^SUPER  Pill"!  is 
the  most  advanced  state  of  the  CARTRIDGE  BACKUP  device  available 
today.  It  is  totally  compatable  v^ith  all  ATARI  computers  end  all  programs 
bacl<ed  up  by  the  original  "PILL"!  Only  S79.95  plus  S4  shipping  and 
handling. 

THE  "PROTECTOR/SILENCER"! 

The  "PROTECTOR"!  is  a  disk  and  hardware  modification  (no 
soldering)  for  Atari  81 0, 1 050,  and  Indus  GT  disk  drives  that  will  allow  you 
to  write  true  BAD  SECTORS  wherever  you  wish  (not  to  be  confused  with 
ridiculous  speed  control  or  tape  Jeri<ing  schemes!).  Powerful  disk 
program  finds  hidden  directories,  scrambles  existing  directories,  tost 
maps,  hex  conversions,  disk  dupes,  and  much  more! 

The  ^^IIENCER"!  quiets  your  drive  tremendously  (eliminates  the 
LOUD  grinding  noise  when  you  read  a  bod  sector!),  PLUS  it  allows  you  to 
WRITE  TO  BOTH  SIDES  ol  any  disk  WITHOUT  cutting  or  notching  the  disk! 
Both  lor  only  S49,95  plus  $4  shipping  and  handling. 

THE  "COMPANION"! 

An  amazing  device  that  will  enhance  the  capabilities  of  the 
XL  "FIX"!  or  Atari  Tronsiater.  It  will  allow  you  to  d«-sel0ct  BASIC  (no  more 
need  to  hold  the  OPTION  button  while  loading  programs  on  the  600XL's 
and  eOOXL's),  and  it  will  allow  you  to  de-Mlect  the  DIAGNOSTICS  (no 
more  bod  loads  because  of  the  DIAGNOSTICS  jumping  into  the  middle 
of  your  program  load  routine!).  Installation  is  simple  (1 0  minutes)  and  re- 
quires NO  soldering!  Only  S29.95  plus  $4  shipping  and  handling. 

DISTRIBUTOR/DEALER  inquiries  welcome. 
Our  other  fine  products  include  THE  "PILL"!,  XL  "FIX"!,  "IIVIPOSSiBLE"!, 
"fvlETAIVIORPHOSES"!,  and  "REMOTE"! 

Mastercord-Visa-Money 
Order  or  Cashiers  Check. 
Phone  orders: 
(716)  467-9326. 

Atari  is  a  TM  of  Atari  Inc.  The 
"IVIETArVIORPHOSES"!  is  a  ^M 
of  Computer  Software 
Services  (division  of  S.C.S.D., 
Inc.) 


COMPUTER  SOFTWARE 

SERVICES 

P.O.  Box  17660 

Rochester,  New  York  14617 


ATAni  't.  ^°'  veal's  they  said  it  couldn't  be  done . 


THE 

"IMPOSSIBLE"! 


®  they  claimed! 


$149.95 


Backup  almost  any  disk  currently  availabie  (even  heavily  protected  programs)  with  an  UNMODIFIED  disk  drivel 

Works  with  ANY  disk  drive! 


A 

ATARI 

$149.95 


PURPOSE:  The  "IMPOSSIBLE"  was  developed  in  response  to  the  estimated  half  million  disk  drive  users  that  own  a  drive  other  than  the  Atari  810  (Indus,  Per- 
com,  Trak,  Rona,  Astra,  etc.)  that  wish  to  BACK  UP  their  protected  software.  Due  to  a  radically  new  technology  developed  by  Computer  SofhA/ore  Ser- 
vices, modification  to  your  disk  drive  has  been  eliminated!  The  advantages  are  obvious!  Drive  warranties  are  not  violated,  the  chance  accidental 
damage  has  been  eliminated,  etc.,  etc. 

OPERATION:  The  "IMPOSSIBLE"!  consists  of  a  disk  program  (unprotected  so  you  can  make  as  many  backups  as  you  wish)  and  a  4K  STATIC  RAM  pack 
which  is  inserted  intoyour  computer  (no  soldering!)The"IMPOSSIBLE"!  will  reodyour  program  disk  and  then  re-write  it  in  an  unprotected  format!  You  may 
make  additional  backup  copies  using  a  sector  copier  or  even  regular  DOS!  Because  your  backup  copy  no  longer  has  BAD  SECTORS  or  EXOTIC  FORIVIATS, 
the  program  data  can  now  be  manipuiated  into  DOS  compatable  files  (even  double  densit/l),  transfered  to  cassette,  etc.  (with  the  aid  of  our  Satellite 
programs!)  No  user  programming  knowledge  required.  A  few  programs  require  logical  thinking. 
FEATURES:  1.  Backup  protected  disks  5.  AFSD-Automatic  FUZZY  Sector  Discriminator 

2.  Handles  most  MULTI-LOAD  programs  6.  Expands  computer  memory  to  52K  usable 

3.  Mokes  DOS  flies  (with  Satellite  option)  7.  Simple  NO  SOLDER  installation 

4.  Up  to  90K  data  input  capable  8.  Satellite  expandable 

PROJECTED  SATELLITES:  A  "COMPACTOR"  program  which  will  convert  your  program  into  DOS  compatable  files  (double  density  compatable!)  for  the 
storage  of  several  programs  on  one  disk.  A  "COLUMN  80"  program  for  Word  Proccessing,  etc.  It  allows  80  columns  on  the  screen!  The  "XL-MATE"  will  allow 
programs  made  with  your  400/800  "IMPOSSIBLE"!  to  nowplay  on  your  XL  Computer!  The  METAMORPHOSES  II  program  will  allow  you  to  convert  your  pro- 
tected CASSETTES  into  disk  DOS  files  and  vice-vorsa.  All  satellite  programs  must  be  used  with  inconjunction  with  The  "IMPOSSIBLE"! 
REQUIREMENTS:  The  "IMPOSSIBLE"  diskette,  the  4K  STATIC  RAM  pock,  a  400  or  800  computer  (please  specify!)  with  48K  and  "B"  Rom's.  NOTE!  The  very  old 
ATARI  computers  were  shipped  with  "A"  Rom's  which  hod  some  serious  "Bugs".  Even  if  you  don't  own  an  "IMPOSSIBLE,"you  should  upgrade  to  "B"  Rom's 
(simple  to  Install!)  We  have  them  available  at  a  very  inexpensive  price.  CALL  US!  "XL"  version  available  soon! 

NOT  A  PIRATING  TOOL:  We  at  C.S.S.  did  not  design  The  "IMPOSSIBLE"!  to  put  Software  Manufactures  out-of-business  overnight!  Nearly  all  of  our  products 
have  been  "ripped-off '  by  industry  parasite  who  have  little  or  no  ability  to  develop  a  product  of  their  own  so  we  can  sympathize  with  their  dilemma.  Ail 
C.S.S.  products  have  built-in  safe  guards  which  prohibit  their  use  for  flagrant  pirating.  The  "IMPOSSIBLE"!  is  no  exception!  While  The  "IMPOSSIBLE"!  back- 
up the  most  heavily  protected  programs,  it  also  checks  to  see  that  the  4K  STATIC  RAM  pack  is  installed  before  allowing  the  backup  copy  to 
execute! 


EXAMPLES:  The  "IMPOSSIBLE"!  has  been  tested  on  300  of  the  most  pop- 
ular and  heavily  protected  programs  we  could  find.  With  nearly  4000 
programs  for  Atari,  we  DO  NOT  guarantee  that  it  will  backup  ol!  pro- 
grams in  the  pasf-present-and  future!  We  will  supply  updates  atS6  each 
(non-profit!)  if  and  when  necessary.  Programs  we  hove  successfully 
backed  up  Include:  Blue  Max,  Visi-coi,  Archon,  Muie,  File  Manager  800 
+,  Syn  Cole,  Syn  File,  One  on  One,  7  Cities  of  Gold,  Super  Bunny,  Load 
Runner,  Drol,  and  Gumboil  just  to  name  a  few! 


Mastercard-Visa-Money 
Orders  or  Cashier  Check, 
Phone:(716)467-9326 

Please  specif/  computer 
model  number! 


Send  $149,95  plus 

$4  shipping  and  handling 

(N.Y.S.  residents  please  add  7%) 

COMPUTER  SOFTWARE  SERVICES 
P.O.  BOX  17660 
ROCHESTER,  N.Y.  14617 


ADVERTISERS 

ACTIVISION 7 

ADD-ON  SYSTEMS 23 

ALLEN  AAACROWARE 58 

ALPHA  SYSTEMS 47 

AMERICAN  TV 89 

ANTIC see  insert 

ASTRA  SYSTEMS   84 

AUGUST  PUBLICATIONS 85 

AXLON  GAMES 44 

B  &  C  COMPUTERVISIONS 85 

BATTERIES  INCLUDED 3,15 

COMPUCLUB 47 

COMPUTER  CREATIONS 48 

COMPUTER  GAMES  PLUS 51 

COMPUTER  PALACE 42 

COMPUTER  SOFTWARE  SERVICE 88 

DANDY  DATA 85 

DYNAMIC  SOFTWARE 31 

E  &  B  COMPUTER  SERVICES 85 

EASTERN  HOUSE 87 

ELECTRONIC  ONE 54 

HAPPY  COMPUTING   50 

INDUS 37 

LOTSA  BYTES 9 

MICROBITS   27,92 

MICROPROSE 12 

NEW  HORIZONS   41 

OPTIMIZED  SYSTEMS  SOFTWARE 91 

ROYAL  SOFTWARE 4 

SENECOM 54 

SOFTWARE  DISCOUNTERS  OF  AMERICA  36,89 

STRATEGIC  SIMULATIONS 18 

SUBLOGIC 2 

TINY  TEK 85 


This  is  provided  as  a  convenience  and  as  a  courtesy  to 

advertisers.  ANTIC  does  not  guarantee  accuracy  or 

comprehensiveness. 


PARTS/SERVICE  FOR  ATARI  COMPUTERS 

FLAT  SERVICE  RATES  BELOW  INCLUDE  PARTS  AND  LABOR  60  DAY  WARRANTY 

800  Computer  Repair $65.00     800XL  Computer  Repair $67.50 

400  Computer  Repair $47.50     810  Disk  Drive  Repair $79.50 

600XL  Computer  Repair $65.00     850   Interface   Repair $60.00 

I200XL  Computer  Repair $65.00     410  Data  Recorder  Repair $42.50 

Above  units  repaired  or  exchanged  witii  rebuildable  exchange. 
Include  $7.00  return  shipping  and  insurance.    Foreign  shipping  extra. 


REPLACEMENT/ 
BACK  UP 
BOARD  SETS 


800  ..  .     OK 

800  .. .  4eK 
400  ..  .  OK 
810  Board  Set 
810  Mech  .  . . 


.  S72.50 

.  .  .  $125.00 
.  .  .  $52.50 

..     $110.00 

$85.00 


$39.50 


INTEGRATED 
CIRCUITS  FOR 

GTIA  Chip  .    . 

upgrade  with  instructions  ...  SI  1.50 
lOK  rev.  "B"  O.S.  Upgrade  for  800/400  .  .  . 
3  chip  rom  set  with  instructions  .  .  .  SI  2.50 
Pokey  Chip  .  .  .  C0I2294  .  .  .  $8.50 
Antic  Chip  .  .  .  C0I2296  .  .  .  $10.00 
PIA  Chip  ...  C0I4795  ...  $11.00 
CPU  Chip  .  .  .  COI4806  .  .  .  $12.50 
Basic  ROM  set  .  .  .  $15.00 

MODULES/CIRCUIT 

BOARDS...complete  with  IC's 

I6K  Ram  Memory  Module  . .  . 

CX853  .  .  .  S24.50 

800  lOK  Rev.  "B"  O.S.  Module  .  .  .  $18.50 

BOO/400  CPU  Board  with  GTIA  . . .  S24.S0 

800  Main  Board  .  .  .   $28.50 

400  Main  Board  .  .  .  $26.50 

400  Main  Board  W/O  ICS  .  .  .  $8.50 

800  Power  Supply  Board  .  .  .  $10.50 

810  Data  Separator  Board  . .  . 

upgrade  with  instructions  .  .  .  525.00 

810  Side  Board  W/O  Sep.  &  1771   .  .  .  $43.50 

810  Rear  Power  Board  .  .  .  $25.00 

810  Analog  Board  .  .  .  $16.00 

AMERICAN  TV 

Mail  Order  &  Repair  Address  ...   1 5338  Inverness  St.,  San  Leandro,  CA  94579. 

Retail  Store  . .  .    1988  Washington  Ave.,  San  Leandna  CA  94577. 

Terms:  We  accept  money  orders,  personal  checks  or  COD.  VISA/Mastercard  OK  on  orders 

over  $25.00.  No  personal  checks  on  COD. 

Shipping:  $4.00  Shipping  and  handling  on  orders  under  $150.00.  Add  $2.00  for  COD  orders. 

CA  res.  include  6-1/2%  sales  tax.  Overseas  shipping  extra. 

Prices  subject  to  change  without  notice  We  reserve  the  right  to  limit  quantities.  Sales  limited 

to  stock  on  hand. 

Much  More!  Send  SASE  for  free  price  list. 

Repair  and  upgrade  services  available  .  . .  Call. 


All  Boards  Complete  With  IC's  Etc. 
Keyboards  not  included. 

Overseas  customers  ...  ask 
for  PAL  price  list. 

MISC. 

810  Rear  Boarxl/Anaiog  Board  Upgrade  , 
with  iOpin  jumper  and  instructions  . 
Editor  Assembler  .  .  .  $25.00 
Basic  Cartridge  W/O  Case.  Manual  .  .  .  $23.50 
Cartridge  Circuit  Boards  .  -  .  $3.50 
Non-Atari  Cartridge  Boards  .  .  .  $1.50 
Non-Atari  power  transformer  .  .  .  $16.50 
Sams  Repair  Manual 

for  800  or  400  .  ..  $17.50  EA. 
Custom  810  Disk  Drive  .  .  .  $215.00 

PHONE  415-352-3787 


*Atari  is  a  registered  trademark  of  Atari.  Inc. 


Software  Discounters  / 

of    America  (&  peripherals,  too!)    V-. 

For  Orders  Only  1-800-225-7638* 

Inquiries  and  PA  412-361-5291        Open  Saturday 

•  Free  shipping  on  orders  over  $100  in  continental  USA 

•  No  surcharge  for  VISA/MASTERCARD 


KDMARU)  TOUCH  1AIHJCT. 


•  Video  drawing  tool. 

•  Comes  with  Koala 
Painter*  — full  feature 
computer  graphics  program. 

•Use  the  KoalaPad  for  cursor 
control,  graphics,  or  custom 
keyboard. 

•Educational,  entertainment, 
business  software  available. 

•Atari''' on  Disk. 


^hoala 

Technologies  Corporation 


Lowest 

Price 

Ever 


29 


95 


•Ordering  and  Terms:  Orders  with  cashier  check  or  money  order  shipped  im- 
mediately.  Personal/company  checks,  allow  3  weeks  clearance.  No  C.O.D.'s. 
Shipping:  Continental  U.S.A.— Orders  under  $100  add  $3;  free  shipping  on  orders 
over  $100.  PA  residents  add  6%  sales  tax.  AK,  HI,  FPO-APO— add  $5  on  all  orders. 
International  Order  Policy— No  Credit  Cards— add  $15  or  15%  of  order  whichever 
is  greatest.  Defective  merchandise  will  be  replaced  with  same  merchandise— NO 
CREDITS!  Return  must  have  authorization  number  (412)  361-5291.  Prices  subject 
to  change  without  notice. 


new  products 


New  Products  notices  are  compiled  by  the 
Antic  staff  from  information  provided  by 
the  products'  manufacturers.  Antic  wel- 
comes such  submissions,  but  assumes  no 
responsibility  for  the  accuracy  of  these 
notices  or  the  performance  of  the  prod- 
ucts listed. 


HUSH  80 

(printer) 

Ergo  Systems,  Inc. 

1360  Willow  Road 

Menlo  Park,  CA  94025 

(415)  322-ERGO 

«133.99 


Ergo  Systems  tells  us  this  is  the  lowest 
cost  80  column  dot-matrix  thermal 
printer  on  the  market.  HUSH  80 
prints  at  80  characters  per  second, 
weighs  25  ounces  and  fits  in  your 
briefcase,  with  room  left  over  for 
lunch. 


BOUNTY  BOB  STRIKES  BACK  ■ 

(game  software) 

Big  Five  Software 

PO.  Box  9078-185 

Van  Nuys,  CA  91409 

(818)  782-6861 

849.95 

16K,  cartridge 

After  more  than  a  three  year  wait,  Big 
Five  Software  has  finally  come  up  with 
Bounty  Bob  Strikes  Back,  the 
sequel  to  best  selling  Miner  2049ER. 
The  game  (on  ROM  cartridge)  offers 
more  of  the  same  comic  ladder  action, 
a  spectacular  high-score  screen,  and  a 
price  tag  of  §4995.  Jes'  like  the  old 
days. 


MASTERING  YOUR  ATARI  ^Hl 
THROUGH  8  BASIC  PROJECTS 

(book) 

Prentice  Hall 

Englewood  Cliffs,  NJ  07632 

(201)  592-2640 

$1995  book  and  disk 

Written  by  the  editors  and  programmers 
of  Micro  Magazine,  this  package  claims  to 
teach  all  levels  of  programmers  BASIC 
techniques,  while  providing  programs 
with  utility  and  enjoyment  value.  Projeas 
include  a  spreadsheet,  music  player, 
games,  and  utilities. 

U-PRINT  A64  ^^^■■■■1 

(interface/buffer) 

Digital  Devices  Corp. 

430  Tenth  Street,  Suite  N205 

Atlanta,  GA  30318 

(800)  554-4898 

In  Georgia  (404)  872-4430 

8179.95— 64K,  $119.95— 16K 

$89.95— interface  only 

U-Pfint  A  replaces  Digital's  popular 
Ape-Face  printer  interface.  The  two 
higher-priced  models  also  include 
mernory  buffers.  A  copy  button  for  up 
to  255  multiple  copies  and  reset  but- 
ton are  built  in. 

SMARTMODEM  2400  ■■■■■I 

(modem) 

Hayes  Microcomputer  Products,  Inc. 

5923  Peachtree  Industrial  Blvd. 

Norcross,  GA  30092 

(404)  449-8791 

$899  (estimated  retail) 


For  some,  1200  baud  is  just  not  fast 
enough.  The  Smartmodem  2400  is 
the  new  Rolls  Royce  of  modems.  There 
may  not  yet  be  anyone  out  there  fast 
enough  to  receive  your  signal,  but  this 
will  look  pretty  nifty  next  to  your 
Atari. 


HOMEWRITER  10 

(printer) 

Epson  America 

2780  Lomita  Boulevard 

Torrance,  CA  90505 

(213)  539-9140 

$269  plus  $60  for  interface 

This  new  Epson  80-column,  dot-matrix 
printer  is  aimed  at  the  home  market.  It 
comes  with  plug-in  ROM  interface  car- 
tridges designed  for  specific  printers. 
Epson  claims  their  Homewriter 
operates  in  both  draft  and  "near  letter 
quality".  Print  changes  (condensed, 
emphasized,  etc.)  can  be  chosen  from  a 
control  panel.  Optional  add-ons  in- 
clude tractor  feed  and  cut-sheet  feeder. 


PRINT  SHOP  i 

(graphics  software) 

Broderbund  Software 

17  Paul  Drive 

San  Rafael,  CA  94903 

(415)  479-1170 

$44.95 

48K  disk 

The  long-awaited  Atari  version  of  the 
hit  graphics  design  program  has  finally 
been  pronounced  ready  by  Broder- 
bund. With  Print  Sliop  it's  easy  to 
make  greeting  cards,  banners,  signs, 
letterheads  and  custom  stationery. 
Works  with  most  of  the  popular  dot- 
matrix  printers. 

Return  the  favor.  When  you  call  a 
manufacturer  or  supplier  about  a 
product  you  've  seen  advertised  or  other- 
wise mentioned  in  ANTIC,  please  tell 
them  so.  This  will  help  us  to  continue  to 
bring  you  the  latest  information  about 
products  that  will  make  your  Atari  com- 
puter an  even  more  valuable  investment 
in  the  future  —ANTIC  ED  Q 


90 


ANTIC,  The  Atari  Resource 


r 


Q:  What's  69%  Faster  Than  a  Commodore  64  ? 
What's  38%  Faster  Than  an  IBM'  PC? 
What's  68%  Faster  Than  an  IBM  PCjr? 
What's  54%  Faster  Than  Applesoft  ? 


A 


Basic 


XL 


^  Languaqe  For 


The  answer  is  BASIC  XL. 

Don't  take  our  word  for  it!  Try  the  benchmark  test  in  January  '85  issue 
of  Compute!*  magazine,  on  any  of  these  computers  with  their  Basic's. 
Time  it  yourself Then  try  it  on  an  Atari-  computer  with  BASIC  XL. 

and  the  Price  is  IMOW  ONLY $79.00 


*Just  ask  us  for  complete  details,  as  well  as  other  benchmark  results. 


#iS 


Optimized  Systems  Software,  Inc. 

1221BKentwood  Avenue,  San  Jose,  California  95129  (408)446-3099 

IBM  PC,  PCjr  are  trademarkfi  of  IBM  Corp.;  Appleeofl  ie  a  trademark  of  Apple  Computer  Inc.;  Commodori:  64  is  a  trademark  of  Commodore  Business  Machines;  Compute!  is  a  trademark  of  ABC  Corp;  Atari  is  a  trademark  of  Atari  Corporation. 


ONLY 

$149.95 


SOPHISTICATED  SMART  TERMINAL 
SOFTWAREON  CARTRIDGE 

FEATURES: 

nSupports  XMODEM  Protocol 

nASCII/ATASCII  Translation 

n  Allows  Transfer  of  Files  Larger  than  Memory 

nUpload/  Download  of  Text  and  Programs 

niO0%  Machine  Language 

n Loads  a  65  Column  Screen  Driver 

n Multiple  Buffers 

nOff-Line  Editing 

DVariabie  Baud  Rate 

DParily  Options 

DFuii/Half  Duplex 


Atari  and  CompuServe  DemoPak  are  trademarks  of  Atari  Corp.  and  CompuServe. 


(m 


luMmlMM} 


\MMM  [Miftl?  IMj(a?lM]€(l 

S  Works  with  Atari, 400,  800, 
600XL  and  800XL 

TM 

■  Replaces  Atari  850  Interface 
Module 

P" Compatible  with  all  software 

:v  5-foot  cable  with  Centronics 
plug  (compatible  with  Epson, 
NEC,  Prowriter,  etc.) 

W:  Connects  to  serial  bus  on 
computer 

^2  Year  Warranty 


(m^-mM)(^ 


oxmM 


■  Auto  Answer/ Auto  Dial 
Direct  Connect  to  Phone  Line 
No  Atari  850'lnterface 
Module  Needed 

■  Includes  AC  Adapter/ 
Power  Supply 

...  Free  CompuServe  DemoPak™ 

H1  Year  Warranty 

Mf  Connects  to  Joystick  Port 

■  Works  on  ALL  Atari  Computers 


=o 


U  LO 

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n 


fin)oc(s©(s!iTi  [p^iiisfliPM^is^L  (?-'[g©wari 

225  Third  Avenue,  SW  •  Albany,  OR  97321 
ORDERS  :1  -800-624-7532 
CUSTOMER  SERVICE:1-503-967-9075